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14kb WASM game written in D

skoppe.github.io

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Re: 14kb WASM game written in D

#61
post #56

Earlier quoted context omitted.

Epic Citadel was a lot bigger than 14 KBytes ;)

True, the point was more about what was possible before Flash was sacked and is yet to be common with WebGL/WASM.

Unreal 4 offers a WASM target.

https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing...

Re: 14kb WASM game written in D

#62

The original JavaScript implementation: https://js13kgames.com/games/underrun/index.html (It was a js13kgames submission in 2018; I’m guessing that this being submitted here now is in some way linked to how Q1K3 is currently on the homepage, also a js13kgames submission, though for 2021. Pure speculation.)

I wonder why the rewrite doesn't have music.

The original js13k game implemented a small sonant-x player for the audio, both sound fx and music.

Re: 14kb WASM game written in D

#63
post #56

Earlier quoted context omitted.

True, the point was more about what was possible before Flash was sacked and is yet to be common with WebGL/WASM.

Unreal 4 offers a WASM target. https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing...

I know, but that wasn't the question, rather what has been actually produced with it, given that Infinity Blade was created with Unreal 3 for iOS in 2008.

An hardware that WebGL 2.0 is supposed to be much better.

Instead most online games look like Amiga 500 stuff instead.

Re: 14kb WASM game written in D

#64
post #56

Earlier quoted context omitted.

Epic Citadel was a lot bigger than 14 KBytes ;)

True, the point was more about what was possible before Flash was sacked and is yet to be common with WebGL/WASM.

Literally every major engine allows exporting to WebGL/WASM. So Unreal, Unity, Godot, etc... graphics can all be done in WebGL (without a few of the bleeding edge Vulkan/DirectX features).

Re: 14kb WASM game written in D

#65
post #57

Earlier quoted context omitted.

That's something on the order of ~5,000 times the size and looks extremely bland/boring.

Might be boring, yet where are the WebGL/WASM versions that are the modern versions thereof?

The Citadel demo already works with Emscripten, so...still Citadel.

Re: 14kb WASM game written in D

#66
post #64
post #56

Earlier quoted context omitted.

True, the point was more about what was possible before Flash was sacked and is yet to be common with WebGL/WASM.

Literally every major engine allows exporting to WebGL/WASM. So Unreal, Unity, Godot, etc... graphics can all be done in WebGL (without a few of the bleeding edge Vulkan/DirectX features).

A few of the bleeding edge features ? You obviously don't know what you're talking about - WebGL 2.0 is not supported on Safari and iOS [1] and WebGL 1.0 is based on an API that was released in 2007 ! Even WebGL 2.0 is based on ES 3.0 which is from 2008...

[1] https://caniuse.com/webgl2

Re: 14kb WASM game written in D

#68
post #64
post #56

Earlier quoted context omitted.

True, the point was more about what was possible before Flash was sacked and is yet to be common with WebGL/WASM.

Literally every major engine allows exporting to WebGL/WASM. So Unreal, Unity, Godot, etc... graphics can all be done in WebGL (without a few of the bleeding edge Vulkan/DirectX features).

And yet nothing that can match something like Citadel or Infinity Blade has been produced.

Those "bleeding edge" features, are all GPU hardware advances since GL ES 3.0 was released.

Re: 14kb WASM game written in D

#69
post #67
post #65

Earlier quoted context omitted.

The Citadel demo already works with Emscripten, so...still Citadel.

So nothing new since 2011.

"Turing machines can all do the same calculations. This is a novel and worthwhile thing to complain about on Hacker News that no one has ever heard before."

Re: 14kb WASM game written in D

#70
post #57

Earlier quoted context omitted.

That's something on the order of ~5,000 times the size and looks extremely bland/boring.

Might be boring, yet where are the WebGL/WASM versions that are the modern versions thereof?

Boring demos are available anywhere you care to search. https://playcanvas.com/explore is the typical goto for this kind of 3d market these days. Particularly popular in the mobile OS and web game (e.g. facebook) space. Robostorm, seemore, and After The Flood are their demos.

Unity and Unreal can both export large games to the Web just fine but people found out they didn't want to serve 50 GB games to a temporary client.

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