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QuakeJS – A Quake Port to JavaScript with Emscripten

quakejs.com

131–140 of 165 posts

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#131
post #45

Earlier quoted context omitted.

You mean the same JS engines that already have several entries on the CVE database? Yeah, really safe.

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.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#132

I guess this is cool. Not a big fan of "port everything to the browser" though. I really don't want gaming to go any more in the direction of SaaS than it already is. There is already too much rent-seeking.

This train has left the station already. It's more and more difficult to actually buy software these days, and million ways to rent it. And even if you manage to buy it, you often need an online component.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#133
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

I remember playing QuakeWorld (Quake 1) back in the day. I was about 8 years old, I think? My memory may not serve me perfectly on this, but I remember ending pretty high in the rankings at the end of each match at one point.

Then I got some serious nightmares from it (well, yeah, I was 8) and had to delete it. (by deleting the icon from my desktop... I was so innocent back then)

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#134

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

is it ? quake 3 is a 1999 game. It's closer in time to MS-DOS 6.22 (1993) than to Windows 10 (2015)... and it's not even reaching 60fps on my 1080...

I hits 60 fps steadily on safari & chrome on my macbook.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#135
post #75

Earlier quoted context omitted.

https://openarena.live/ Here's a link to the open source version of Quake called Open Arena, compiled to WASM and using WebRTC for matchmaking.

The use of https://kosmi.io/ here is what I found more interesting. I've never heard of this service before but it's a great idea. Reminds me of some much less...polished chat services I've used in the past to group-watch videos. It's nice to see the concept fleshed out more with a public lobby and a Discord-like client.

Kosmi launched a bit ago, I first heard about it around a week ago on HN.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#136
post #90

Earlier quoted context omitted.

Of course, agree to disagree. But in particular, having to constantly perform glory kills and chainsaw attacks to get more than 5 bullets or having to snipe coordinates XY on enemy Z with alternate firing mode N to weaken him and only then succeed in taking them down is, in my opinion, not that "Doomy". But I get what you're saying, they can't just make the same game again of course. Also, these days expectations fro…

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…

Sure, you don't have to do any of those things, but you'll be seriously disadvantaged if you don't because the games are designed around these mechanics. Maybe it's exaggerated, but on the other hand, as a fan of both Doom and Doom 2016 it seems your response downplays the difference these mechanics and using them to your advantage makes, and I agree with GP that these are substantial differences that fundamentally make the games play differently.

Not in a bad way (well, mostly. I still loathe the weapon/armor/character upgrade part of the game). There's no real mowing or herding like in the more intense levels of Doom and Doom II, but instead we get really intense fights that are cool in a different sense.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#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.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#138

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…

Sure, you don't have to do any of those things, but you'll be seriously disadvantaged if you don't because the games are designed around these mechanics. Maybe it's exaggerated, but on the other hand, as a fan of both Doom and Doom 2016 it seems your response downplays the difference these mechanics and using them to your advantage makes, and I agree with GP that these are substantial differences that fundamentally m…

> Sure, you don't have to do any of those things, but you'll be seriously disadvantaged if you don't because the games are designed around these mechanics.

That's not the case, though. You might be somewhat disadvantaged, but not seriously.

On my first playthrough on normal difficulty I essentially only used the Super Shotgun. I can't remember using the Chainsaw for ammo, but I did use the BFG a handful of times.

The developers have even said that a goal of theirs was to make this "playstyle" (using only the SS) less viable in Doom Eternal, because it was too simple and powerful. It might have been on a NoClip podcast, I can't remember OTOH.

I've not played Eternal yet, I'm waiting for updated nvidia drivers to hit my distributions repositories.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#139
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…

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

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#140

Earlier quoted context omitted.

Sure, you don't have to do any of those things, but you'll be seriously disadvantaged if you don't because the games are designed around these mechanics. Maybe it's exaggerated, but on the other hand, as a fan of both Doom and Doom 2016 it seems your response downplays the difference these mechanics and using them to your advantage makes, and I agree with GP that these are substantial differences that fundamentally m…

> Sure, you don't have to do any of those things, but you'll be seriously disadvantaged if you don't because the games are designed around these mechanics. That's not the case, though. You might be somewhat disadvantaged, but not seriously. On my first playthrough on normal difficulty I essentially only used the Super Shotgun. I can't remember using the Chainsaw for ammo, but I did use the BFG a handful of times. The…

> That's not the case, though. You might be somewhat disadvantaged, but not seriously.

Well, that's not my experience. I initially hated the concept of glory kills, and especially the blinking effect on staggered monsters. Even just turning the blinking effect off made the game much harder in my experience. I had to learn how to appreciate the mechanic instead. Maybe you are just a much better player than I am and could cope better with the disadvantage.

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