Now go win some $$ on nanoquakejs.com
QuakeJS – A Quake Port to JavaScript with Emscripten
51–60 of 165 posts
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#52Earlier 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.
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
#53Earlier 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.
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#54Edit: Per wikipedia it used NAPI https://en.wikipedia.org/wiki/Quake_Live
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#55Earlier 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…
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#56This 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
#57The fact that this can now be run in a browser on a laptop rather than a high end gaming rig is indeed amazing.
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#58Earlier 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?
Re: QuakeJS – A Quake Port to JavaScript with Emscripten
#59This 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
#60This 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.