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Tuxracer.js play Tux Racer in the browser

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Re: Tuxracer.js play Tux Racer in the browser

#34
Given that the original project (at https://sourceforge.net/p/extremetuxracer/code/HEAD if i'm not mistaken) is C++, I wonder if it is possible to port the original in some form using WASM.

This is not to take away from the work that the OP has done - it is impressive, I'm just kind of thinking out loud here.

Re: Tuxracer.js play Tux Racer in the browser

#35

Given that the original project (at https://sourceforge.net/p/extremetuxracer/code/HEAD if i'm not mistaken) is C++, I wonder if it is possible to port the original in some form using WASM. This is not to take away from the work that the OP has done - it is impressive, I'm just kind of thinking out loud here.

Looks like it would be possible with Emscripten but I'm not sure what OpenGL version its using so that's probably the biggest dependency there.

Re: Tuxracer.js play Tux Racer in the browser

#37
post #35

Given that the original project (at https://sourceforge.net/p/extremetuxracer/code/HEAD if i'm not mistaken) is C++, I wonder if it is possible to port the original in some form using WASM. This is not to take away from the work that the OP has done - it is impressive, I'm just kind of thinking out loud here.

Looks like it would be possible with Emscripten but I'm not sure what OpenGL version its using so that's probably the biggest dependency there.

I tried doing this a few years ago, mapping OpenGL 1.x primitives into WebGL was indeed a pain. There were some translation layers but they were either incomplete or targetting GLES, not classical OoenGL.

I then attempted to actually rewrite ETR to use GLES (or modern OpenGL in general), but that also turned out to be quite an effort given how the original engine/game code is structured.

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