Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)
QuakeJS – A Quake Port to JavaScript with Emscripten
31–40 of 165 posts
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#32Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#33Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#34Earlier quoted context omitted.
Why? Quake III was the best Quake.
It depends on when you discovered the game and what you played most. Quake I was the first "true" 3D game (with levels that could stack rooms vertically), and many people remember it very fondly. Personally, I really enjoyed Quake II. I did play Quake III when it came out, but the lack of a single player mode meant the game had no backstory at all.
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#35Controls don't work on FF74 / Webrender / Wayland. The browser reports the mouse as captured, but mouse movement and movement keys have no effect. Click to shoot does work though. (Chrome works fine)
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#36Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#37Because of game pad support and fullscreen the browser worked superb for couch-coop/local multiplayer games, but the high latency network support of browsers made it kinda hard to do online multiplayer games.
Which is kinda ironic, because the browser is made for online interactions.
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#38Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#39EDIT: This appears to have died, now that the content servers for quakejs have died. My servers are no longer starting anymore :(. For those reading on later, there was peak of 10 on both servers just before it went down ioq3 1.36_GIT_4f7d7bf-2014-02-01 emscripten- Feb 23 2014 ----- FS_Startup ----- Error: Failed to download and parse manifest, Couldn't load http://content.quakejs.com/assets/manifest.json. Status: 50…
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#40Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)
It looks like the multiplayer here does similar, no?