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QuakeJS – A Quake Port to JavaScript with Emscripten

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Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#151
post #123

Earlier quoted context omitted.

Ok, I was exaggerating a bit but as far as I remember, the game specifically breaks the flow to pause and show you a little instructional clip [0] [1] on how to better kill each enemy, so there's that. But hey, your point is made, I was just throwing my opinion out there, I don't think we need to continue nitpicking since tastes are tastes. 0 - https://youtu.be/5Zp_RMO19aM?t=633 1 - https://youtu.be/x9pL9X9V4iU?t=153…

Huh, I don’t think Doom 2016 has those. Or at least I didn’t get them when I played it through just recently.

DooM 2016 does not but Eternal shows you a codex entry the first time you encounter an enemy that highlights their weaknesses. None of them have to do with an alternate fire mode or anything else, so it's still an exaggeration, but it does tell you which weapons are particularly effective. Shields, for example, blow up if you use the plasma rifle.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#152
post #123

Earlier quoted context omitted.

I don't think that's a fair assessment. You don't have to constantly perform glory kills or chainsaw attacks and there's not a single instance in the game where you have to kill an enemy with an alternate firing mode to a specific region. I think you're exaggerating for effect, and that's fine, but I don't feel like you'd need to do that if your argument had any meat to it. You're right that it's not the same game (b…

Ok, I was exaggerating a bit but as far as I remember, the game specifically breaks the flow to pause and show you a little instructional clip [0] [1] on how to better kill each enemy, so there's that. But hey, your point is made, I was just throwing my opinion out there, I don't think we need to continue nitpicking since tastes are tastes. 0 - https://youtu.be/5Zp_RMO19aM?t=633 1 - https://youtu.be/x9pL9X9V4iU?t=153…

Ok. I just feel like "breaking the flow" is a lot different than having to use a specific secondary fire mode of a weapon at a specific location on an enemy and stuck out to me because, if that was an actual thing in the game, it would make the game unplayable and annoying to me.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#153
post #148

Earlier quoted context omitted.

All of these are speculation about the future. Most have nothing to do with webasm at all. The first is about webgl (that has nothing to do with webasm) The second is about using javascript with intel speculative execution exploits. The third is grasping at straws, saying that call center scams would be more obsfuscated, even though javascript or asm.js can be just as obsfuscated, if not more. The fourth is about cra…

Survivor of the anti-PNaCL, Java and Flash crusade I guess.

To be clear, because you have seen other VMs, you are desperate to spread complete misinformation and lies about webasm?

Funneling your own frustrations into lying and spreading false information on the internet is not something a reasonable, emotionally healthy person does. Think about all the other people that do that in other areas of discussion. Those are your peers when you do this.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#154

Earlier quoted context omitted.

I should have said the first true 3D FPS. Descent is in a different genre that is a little more niche.

Terminator Future Shock predates it, had 2D guns but the world and enemies were polygons and it even had driveable vehicles.

Interesting. I just went and had a look at that. So this game had true 3D levels where you could have multiple floors sitting one above the other? If that's the case, interesting that it's so unknown.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#155

Wasn't quake ported to JS via the Java version like 10 years ago? https://code.google.com/archive/p/quake2-gwt-port/ Still, it's cool to see it ported via other means.

Yup, it was done with Google Web Toolkit, mostly By Stephen Haustein and Joel Webber (I contributed the OpenAL emulation and some other bits of code)

Here’s a deep dive we did at Google I/O on it https://youtu.be/aW--Wlf9EFs

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#156
post #9

The fact that this can now be run in a browser on a laptop rather than a high end gaming rig is indeed amazing.

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

What about 2010 without flash?

We ported the Java version of Quake2 using GWT in 2010

https://youtu.be/aW--Wlf9EFs

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#157
post #131

Earlier quoted context omitted.

It has a looooong way to go before it's as bad as flash.

Not really, I already posted a couple of initial steps in a sibling comment.

It would have to run a marathon to catch up. Initial steps are hardly an indication that it will.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#158

If I wanted to learn to write browser-based games what would be a good place to start? I know some JavaScript but am not particularly enamoured with the language. Should I learn TypeScript plus some framework? (React?) Or how about something functional like Elm?

Frameworks aren't very relevant for games. I'd go with Typescript (because it will tell you about some errors earlier and provide code completion support if properly set up) and WebGL. Then do everything in the canvas and essentially ignore the fact that you have a browser with a DOM etc.

An option is to target WASM and write the game in Rust or C++, using Emscripten WebGL bindings. This is harder but allows you to write high performance games that would run too slow in Javascript.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#159
post #137

This reminds me of my port of Quake 1 to Rockbox (for MP3 players): https://news.ycombinator.com/item?id=22162834

Completely off topic: do you have a Rockbox-compatible, dumb, tiny, cheap music player to recommend for running? I burned through three or four Sansa Clips and Sansa Clip Pluses over the years, but those lines are now discontinued (and I refuse to participate in the scalping refurbished market), and my last one just died.

The AGPTek Rocker is one of our last targets still in production and can be acquired for around $50. I haven't used one myself, but from what I hear it's fairly decent but not perfect.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#160

Earlier quoted context omitted.

I share similar feelings. I feel like Doom 2016 (and Eternal) are more of a sequel to Brutal Doom (a popular mod for original Doom games adding finishing moves, over the top weapons and over the top gore/violence effects). I've always viewed original Doom as more of a survival horror. People laugh now, but Doom was a genuinely scary game back when it released. Gamers nowadays obviously won't be scared by it. They als…

I have to disagree. Anyone who played DooM and DooM II more than just a single time through the campaign is more likely to view the originals as bullet ballets rather than as survival horror. DooM levels that seemed "scary" were only scary because demons could jump out at you and give you a jump scare. Once you know where the monster closets are, it's not that scary anymore. If you played the original's multiplayer a…

Totally agree, the thing about Doom is the movement and the speed. I watched a few hours of Doom eternal and within 2 minutes of watching the physics, my only thought was "this is Quake".
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