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Half-Life 2 in a Browser

hl2.slqnt.dev

261–270 of 283 posts

Re: Half-Life 2 in a Browser

#262

Earlier quoted context omitted.

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

It requires a paid account though, doesn't it?

There's a free-tier called Endless Journey but it has some limitations like owning houses, farming resources, claiming vet rewards etc.

Re: Half-Life 2 in a Browser

#263

Earlier quoted context omitted.

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 sm…

> but if the user has to sit through a 20GB download anyway, then what's the point? They don't have to unless the game makes them. Assets can be streamed in. This Half Life 2 port streams in each chapter so you are playing without having the entire game downloaded. World of Warcraft is over 100GB but you can start playing with only a fraction complete and it will continue downloading as you play

Assets can be streamed in for non-browser based games as well. Star Craft 2 would stream in FMV cutscenes. In fact, most recent Blizzard games have allowed players go start playing after only downloading ~30% of the game. At least that's what I remember from Diablo 4.

Re: Half-Life 2 in a Browser

#264

Earlier quoted context omitted.

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

I visited this page in Firefox and was presented with a message that essentialy said (paraphrasing): "this site best viewed with browser X". Now, I'm not a professional web developer, and maybe there are legitimate reasons why this app is depending on new cutting edge browser features that aren't yet supported by Firefox, but it seems to me that this just shouldn't be a thing anymore.

You can load and get into game with Firefox, you can click the proceed anyway link at the bottom to try it, however performance is worse and some features don't work.

Namely Firefox is missing support for the `FileSystemFileHandle` locking mode which prevents multiple tabs from running (cannot share file handles), and they have a negative standards position on implementing some other parts of the File System Access API like `showDirectoryPicker()`.

Re: Half-Life 2 in a Browser

#265

Earlier quoted context omitted.

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

> sanctioned Oh you mean it is or isn't approved.

"sanctioned" is the term they use to describe the relationship with us, I was just using their terminology, but yes users are allowed to use it to play on official servers.

https://uo.com/wiki/classicuo-web-client/

Re: Half-Life 2 in a Browser

#266

Earlier quoted context omitted.

Unity doesn't use C# for everything. Notably the game engine itself is not C# but C++. C# is essentially just the scripting language. You're also ignoring the overhead of WASM -> WebGPU -> native graphics API, not to mention how much harder it is to develop and debug that platform than it is a native one.

Unity is just an example. And depending on the game you may actually be doing heavy work in "just the scripting language" instead of the engine. XNA, MonoGame, Love2D, etc. are all frameworks rather than game engines so they're absolutely doing typical engine work in the scripting language, if you need a different example. > You're also ignoring the overhead of WASM -> WebGPU -> native graphics API Wine -> DXVK -> na…

> XNA, MonoGame, Love2D, etc. are all frameworks rather than game engines so they're absolutely doing typical engine work in the scripting language, if you need a different example.

And games using low end frameworks like that are already plentiful on the web, such as on itch.io. Heck you can even find games using Unity there, too.

> especially when WebGPU is closer to the native graphics API than DirectX on Linux is.

Uh... no? no it's not? WebGPU is rather high level & feature limited, which is why it can even be implemented on top of GLES 3.1. It's cutting edge for the web, but compared to native it's positively ancient.

Meanwhile DX12 and Vulkan are quite competitive on features and behaviors. Also most people aren't going through such a translation at all in the first place regardless, so I don't know why you're framing it as some given.

Re: Half-Life 2 in a Browser

#267
post #210

Earlier quoted context omitted.

I found GDScript to be quite powerful in terms of functionality. I don't have experience in professional game Dev to be aware of the benefits of C# beyond it being the industry standard for Unity. Single threaded audio is a big concern. I haven't implemented music in my game yet to know if it is a deal breaker. The main problem that I have run into is shader compilation stutters on the compatibility render. Makes the…

gdscript is missing basic features like interfaces (only abstract classes with no multiple inheritance) or custom value types. spawning scenes from code is tricky and not type safe. asset loading and globals are a mess. the engine is built around using a lot of nodes but nodes are expensive, so you need to drop down to confusing low level server apis if you have performance issues. the worst part is theres no defined…

What does your crystal ball say, when will bevy be production ready? And when will we see the first bevy game be ported to consoles?

Re: Half-Life 2 in a Browser

#268

Earlier quoted context omitted.

A crime is a crime even before a judge rules over it. Sure, innocent until proven guilty, but most people know when they're doing something wrong and then don't do it. Of course, this is a lot more grey area for copyright violations etc because it's a civil matter.

> innocent until proven guilty Pithy but untrue. The verbose-but-correct statement is about procedural prerequisites: Government officials are forbidden to imprison or fine you until your guilt is proved, to an impartial and properly-instructed jury in a fair trial, beyond a reasonable doubt. (The Scots have the better formulation for criminal cases: Guilty, or not proved.) Illustration: OJ Simpson was found not guil…

This doesn't illustrate anything. OJ was innocent until the second trial found him guilty, they just had a different variety of punishments available.

Re: Half-Life 2 in a Browser

#269
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).

Quake https://js13kgames.com/games/q1k3

Re: Half-Life 2 in a Browser

#270

Earlier quoted context omitted.

> innocent until proven guilty Pithy but untrue. The verbose-but-correct statement is about procedural prerequisites: Government officials are forbidden to imprison or fine you until your guilt is proved, to an impartial and properly-instructed jury in a fair trial, beyond a reasonable doubt. (The Scots have the better formulation for criminal cases: Guilty, or not proved.) Illustration: OJ Simpson was found not guil…

This doesn't illustrate anything. OJ was innocent until the second trial found him guilty, they just had a different variety of punishments available.

Neither of the jury verdicts altered the reality of whether Simpson did or didn’t kill the two victims.

(In Simpson’s second trial, the jury found him liable, not “guilty.” Guilt is the term used in criminal prosecutions. Liability is the term used in civil cases.)

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