Live data from Hacker News

QuakeJS – A Quake Port to JavaScript with Emscripten

quakejs.com

31–40 of 165 posts

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#31
post #26

Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)

It looks like the multiplayer here does similar, no?

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#34

Earlier quoted context omitted.

Why? Quake III was the best Quake.

It depends on when you discovered the game and what you played most. Quake I was the first "true" 3D game (with levels that could stack rooms vertically), and many people remember it very fondly. Personally, I really enjoyed Quake II. I did play Quake III when it came out, but the lack of a single player mode meant the game had no backstory at all.

Descent came out in 95. Quake was 96.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#35

Controls don't work on FF74 / Webrender / Wayland. The browser reports the mouse as captured, but mouse movement and movement keys have no effect. Click to shoot does work though. (Chrome works fine)

FF74 on Windows works great, so it sounds like it's something specific to that setup. Can't use Wayland on my Linux laptop, but I should at least try this on that config to see if it works on X.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#37
I did a few game jams with my flat mate years ago, and I was really impressed what is possible with the web in terms of game development.

Because of game pad support and fullscreen the browser worked superb for couch-coop/local multiplayer games, but the high latency network support of browsers made it kinda hard to do online multiplayer games.

Which is kinda ironic, because the browser is made for online interactions.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#39

EDIT: This appears to have died, now that the content servers for quakejs have died. My servers are no longer starting anymore :(. For those reading on later, there was peak of 10 on both servers just before it went down ioq3 1.36_GIT_4f7d7bf-2014-02-01 emscripten- Feb 23 2014 ----- FS_Startup ----- Error: Failed to download and parse manifest, Couldn't load http://content.quakejs.com/assets/manifest.json. Status: 50…

How do you run a server?

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#40
post #26

Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)

It looks like the multiplayer here does similar, no?

If I remember right, this one is over WebSockets and the server is compiled to js as well. My version had a native server and browser clients.
Post reply on HN