Live data from Hacker News

QuakeJS – A Quake Port to JavaScript with Emscripten

quakejs.com

51–60 of 165 posts

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#52
post #29
post #23

Earlier quoted context omitted.

... the issues with Adobe Flash are quite a bit more varied than “politics.” At best, it was always a drag on mobile platforms, reducing battery life and hogging resources, and at worst it’s pretty much best known now for its security issues that ultimately helped further its demise. If you want to go a step further, in 2011 you could also have probably delivered your game as an NPAPI extension and got pure native co…

Apple speech I guess. It was perfectly fine on any Symbian and Android device I got to play with, and much better than J2ME ever was.

One time I accidentally left SpinControl.app on for a week and went about my business (SpinControl, RIP, was an app that logged stack traces any time an app didn't flush its event queue for more than a few seconds -- i.e. caused a beachball). A week later I came back and checked it to find something truly astounding: with hundreds of logged spins, 100% of them were due to flash. Usually in Safari, but sometimes in other embedded webkit contexts. You would expect a few spins to creep into that list from other causes, and indeed I triggered one with a mail index rebuild just to be make sure it was watching more than the browser process, but no, SpinControl was working fine. 100% of the beachballs in the last week were due to flash's suckiness, to say nothing of power usage or security.

Flash's performance issues, at least on the mac, were very real. Good riddance.

> much better than J2ME ever was.

If you lower the bar to the ground anyone can jump over it.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#53
post #49
post #46

Earlier quoted context omitted.

What was your experience with WebRTC? I read some people tried to use it for multiplayer, but the performance suffered with more than 10 players.

Only played it with my friends, don't think a map ever exceeded 10 players. So I can't say much about scaling - although it was a client-server model over UDP and not peer to peer networking.

Ah, so you had a WebRTC datachannel between the clients and the server?

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#54
This is great. Does anyone remember quakelive? Around 2010 it was playable in the browser via a browser plugin. Loved playing it on my macbook. I don't recall if the plugin was flash or a java applet but when support stopped for those quakelive moved to steam as a desktop app.

Edit: Per wikipedia it used NAPI https://en.wikipedia.org/wiki/Quake_Live

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#55
post #23
post #9

Earlier quoted context omitted.

It was already possible in 2011, but alas politics. https://www.youtube.com/watch?v=UQiUP2Hd60Y https://adobe-flash.github.io/crossbridge/

... the issues with Adobe Flash are quite a bit more varied than “politics.” At best, it was always a drag on mobile platforms, reducing battery life and hogging resources, and at worst it’s pretty much best known now for its security issues that ultimately helped further its demise. If you want to go a step further, in 2011 you could also have probably delivered your game as an NPAPI extension and got pure native co…

The first part of this isn't quite correct if I am remembering correctly. Flash (or at least the engine behind it) is still on both Android and iPhone platforms through its app equivelant called Air. There's a lot of things that use Air... to give you an idea, Angry Birds was first written and deployed to Air. So though Apple complained about performance issues, they were not the biggest deal. If I was to take a guess, it was mainly to prevent the web from competing with the app store. So I think his comment is at least somewhat right. Apple didn't want an app store competitor (think Kongregate or Newgrounds competing with the games part of the app store)

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#56
post #54

This is great. Does anyone remember quakelive? Around 2010 it was playable in the browser via a browser plugin. Loved playing it on my macbook. I don't recall if the plugin was flash or a java applet but when support stopped for those quakelive moved to steam as a desktop app. Edit: Per wikipedia it used NAPI https://en.wikipedia.org/wiki/Quake_Live

Yes! It was essentially Quake3 but in the browser. Not sure when they transitioned away from the free browser-based version, but it's still available on Steam.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#58
post #53
post #49

Earlier quoted context omitted.

Only played it with my friends, don't think a map ever exceeded 10 players. So I can't say much about scaling - although it was a client-server model over UDP and not peer to peer networking.

Ah, so you had a WebRTC datachannel between the clients and the server?

Basically yes, a custom datachannel implementation. Haven't updated it lately, but it's up at https://github.com/seemk/WebUDP

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#59
post #54

This is great. Does anyone remember quakelive? Around 2010 it was playable in the browser via a browser plugin. Loved playing it on my macbook. I don't recall if the plugin was flash or a java applet but when support stopped for those quakelive moved to steam as a desktop app. Edit: Per wikipedia it used NAPI https://en.wikipedia.org/wiki/Quake_Live

Not sure the specifics, but I don’t think it was flash or java because you had to install a native extension.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#60
post #56
post #54

This is great. Does anyone remember quakelive? Around 2010 it was playable in the browser via a browser plugin. Loved playing it on my macbook. I don't recall if the plugin was flash or a java applet but when support stopped for those quakelive moved to steam as a desktop app. Edit: Per wikipedia it used NAPI https://en.wikipedia.org/wiki/Quake_Live

Yes! It was essentially Quake3 but in the browser. Not sure when they transitioned away from the free browser-based version, but it's still available on Steam.

This prompted me to take a look at quakelive again. It's been years since I last played but I was hooked for a while. This might get me back into it.
Post reply on HN