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Half-Life 2 in a Browser

hl2.slqnt.dev

191–200 of 283 posts

Re: Half-Life 2 in a Browser

#191
post #9

And Quake 3: https://thelongestyard.link/q3a-demo/ And Unreal Tournament: https://dos.zone/mp/?lobby=ut There's also https://noclip.website/ which, while not playable, has hundreds of levels from dozens of older games that you can explore freely. Including Half-Life 2, with more accurate rendering than this web port (which seems to be missing many shaders including character eyes).

> And Quake 3 There is QuakeJS as well.

Re: Half-Life 2 in a Browser

#192
post #131

With WASM and WebGL being mature technologies, I'm not sure why there aren't more video games published this way. For really big games with lots of assets, having those assets in local storage makes sense. But I wouldn't mind if a game "installer" is just your browser asking "This game wants to use up to 20 GB of local disc space. Is that okay?"

Remember that any time the browser gets more free-reign on the PC it will be 0.01% used in good faith and 99.99% either unintentionally misused or maliciously abused to make computers worse for people who don't know how to diagnose these things.

Just look at web notifications. Maybe it's nice that you can get email alerts on your PC without having to install an app, but now every news site and sketchy clickfarm on the planet is trying to send notifications to get grandma back on their website, showing her ads.

Users are so accustomed to popups and cookie banners and what have you, they've been trained to click "sure, accept, whatever, just let me use the website" so permissions prompts may as well not exist.

I do not like the effort to make webapps as capable as desktop apps. Visiting a website and hitting "accept" which could easily be done by accident should not be offering anywhere near the level of trust and permissions to my system as installing an application. The friction of installing an application is not an inconvenience, it's a feature.

Re: Half-Life 2 in a Browser

#193
post #131

With WASM and WebGL being mature technologies, I'm not sure why there aren't more video games published this way. For really big games with lots of assets, having those assets in local storage makes sense. But I wouldn't mind if a game "installer" is just your browser asking "This game wants to use up to 20 GB of local disc space. Is that okay?"

For what purpose, though? Why saddle yourself with the overhead & restrictions of WASM and the limitations of WebGL (or even WebGPU), just to run in a browser? The typical answer for running in a browser is the fast deployment, but if the user has to sit through a 20GB download anyway, then what's the point? Just to avoid needing an install wizard? And in case you aren't aware, 20GB would actually be a relatively small game. 60GB+ is quite common now (the more recent call of duties tip the scales at 140GB)

Re: Half-Life 2 in a Browser

#194
post #144

If anyone is nostalgic about HL2 and want's revisit it, I highly recommend Black Mesa remake, it's mind blowing in a good way.

While you got the Black Mesa remake confused, HL2 did get a free 20th Anniversay Update a couple years ago: https://www.half-life.com/en/halflife2/20th

So it's still worth a revisit :)

Re: Half-Life 2 in a Browser

#195
post #39

Earlier quoted context omitted.

2 wrongs don't make a right.

Ah yeah the famously equal acts of pirating a game VS promoting illegal unregulated gambling for millions of people (and that's just the tip of the iceberg). That's why corporations can get away with everything.

You're the only one saying they are equal acts. More than one thing can be acknowledged as a problem at a time.

Re: Half-Life 2 in a Browser

#196
post #6

Earlier quoted context omitted.

Is that why I can't access the site?

It works on chromium-based browsers at least

Works in Chrome, Firefox, & Safari from my testing (well done). If there is an site access problem it's probably something on the network side.

Re: Half-Life 2 in a Browser

#197

Here is a link to the blog post since I didn’t see it mentioned https://www.slqnt.dev/blog/hl2-in-web

How (why) does that site block reader mode... At least on Firefox Android it offers the reader mode button, but turning it on just redirects back to the page (which is too wide, hence the reader mode attempt)

Re: Half-Life 2 in a Browser

#198

Earlier quoted context omitted.

How is that possible? 32 bits should be compatible with a 64 bit machine. You can always use less bits for your memory addresses. Are there any other architecture changes that are preventing 32 bits binaries from running? Does that also mean that old software no longer runs unless there is a 64 bit version? In windows you can run x32 and x64 executables in a 64 bits machine

Monsieur, on Windows this problem was solved with a large development effort, that's why it goes unnoticed on you. Note that CPU level instruction emulation is literally the easiest problem of emulation. (Why do you think you can't just go and execute Nintendo Switch binaries on your Mac M1? Both run ARM64.) On Windows, this was is implemented as SysWOW64. WOW64 means Windows on Windows 64. It makes the userland emul…

One of the big things here is that Intel and ARM processors are backwards-compatible with 32-bit instructions, even if they are 64-bit processors. Apple Silicon on the other hand is not, which is why Apple completely dropped support before switching.

Re: Half-Life 2 in a Browser

#199
post #9

And Quake 3: https://thelongestyard.link/q3a-demo/ And Unreal Tournament: https://dos.zone/mp/?lobby=ut There's also https://noclip.website/ which, while not playable, has hundreds of levels from dozens of older games that you can explore freely. Including Half-Life 2, with more accurate rendering than this web port (which seems to be missing many shaders including character eyes).

There's also Ultima Online in the browser (sanctioned by the official servers). I'm one of the maintainers. https://retail.classicuo.org/

What feature was Firefox missing for it?

Re: Half-Life 2 in a Browser

#200
post #116
post #111

Earlier quoted context omitted.

How is that "fair"?

they're not saying it's fair to consumers, they're saying "it's not just apple, microsoft does it too", i.e. that judgement on apple should be made in the context of how its competitors behaved

I think they are saying the fair comparison should be what another 1st party GPU maker supports in their 1st party drivers, not whether or not Windows provides 1st party Vulkan implementation for 3rd party hardware.
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