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QuakeJS – A Quake Port to JavaScript with Emscripten

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Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#81
post #50
post #48

Earlier quoted context omitted.

Html5 and modern javascript already replaces flash as a target. I don't know if the tools are the same. Webasm isn't necessary for that, its use is accelerating cpu intensive parts of a web page.

Except it is not. https://www.leaningtech.com/pages/cheerpx.html https://www.leaningtech.com/pages/cheerpj.html https://www.qt.io/blog/2018/05/22/qt-for-webassembly https://platform.uno/ https://dotnet.microsoft.com/apps/aspnet/web-apps/blazor

I don't know what point you are making here. These projects could have been done by compiling to asm.js - webasm isn't what makes them technically possible, it just makes them faster, smaller and parsed faster. You have been told all of this before.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#83
post #78

There is a doom 3 port to wasm too https://wasm.continuation-labs.com/d3demo/

The last "real" Doom imho. Although both Doom 2016 and the new Doom Eternal look and run amazingly well, the thing with weapon alternate firing modes and weapon mods are just not my cup of tea. I don't want a shotgun that fires grenades and has full auto modes and whatever the hell the other mods do. They lost a bit of the nostalgia with all those extras, or maybe I'm just getting too old (?). This browser port runs…

I share similar feelings. I feel like Doom 2016 (and Eternal) are more of a sequel to Brutal Doom (a popular mod for original Doom games adding finishing moves, over the top weapons and over the top gore/violence effects).

I've always viewed original Doom as more of a survival horror. People laugh now, but Doom was a genuinely scary game back when it released. Gamers nowadays obviously won't be scared by it. They also might play on lower difficulty levels or with cheatcodes. So rather than "you are stuck here with the demons", most gamers will play it as "the demons are stuck here with you", and this is what Doom 2016 reflects.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#84
post #80
post #68

Earlier quoted context omitted.

This is wrong, Half Life was released in 1998, quake 3 arena in 1999.

And then came Unreal - the most advanced single-player shooter of that time.

Not exactly, Unreal the single player game is also from 1998.

If you meant Unreal Tournament, it was released November 22nd 1999, just a few days before Quake 3 Arena that was released on December 2nd 1999. UT was also mostly a multiplayer arena type game like q3a. It was a really hyped up battle of giants back then between those two. Good times.

EDIT: corrected release dates after checking wikipedia

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#85
post #70
post #55

Earlier quoted context omitted.

The first part of this isn't quite correct if I am remembering correctly. Flash (or at least the engine behind it) is still on both Android and iPhone platforms through its app equivelant called Air. There's a lot of things that use Air... to give you an idea, Angry Birds was first written and deployed to Air. So though Apple complained about performance issues, they were not the biggest deal. If I was to take a gues…

Flash on Android existed, and I actually used it, and I can pretty much guarantee you it was never going to be competitive with the way it ran on contemporary smart phones. I don’t get how Flash applets on a website were ever at risk of competing with the app store. HTML and PWA is a more compelling option today than I think Flash ever was, and Apple contributed greatly to that fact with Webkit...

I tried it too and it wasn't the best. But I have a general feeling it was because those particular games weren't really well optimized for the phone. Then again, they were a it more complex than the other games on the phone at the time... but alas.

I'm not sure if it would have grown into a competitor either way. But some people definitely tried to - Kongregate at one point built an app specifically for mobile flash games. Naturally google took it down (you aren't allowed to host 'app stores' on the 'app store'). But it had quite a few downloads. That's just for something on the app store, not directly on a website, but I think the point is that maybe if things had gone a bit differently it might have been more competitive.

For PWAs, yeah, today, they definitely are, but it's taken a long time for them to come that way.

Hope your having a good day.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#86
post #78

Earlier quoted context omitted.

The last "real" Doom imho. Although both Doom 2016 and the new Doom Eternal look and run amazingly well, the thing with weapon alternate firing modes and weapon mods are just not my cup of tea. I don't want a shotgun that fires grenades and has full auto modes and whatever the hell the other mods do. They lost a bit of the nostalgia with all those extras, or maybe I'm just getting too old (?). This browser port runs…

I share similar feelings. I feel like Doom 2016 (and Eternal) are more of a sequel to Brutal Doom (a popular mod for original Doom games adding finishing moves, over the top weapons and over the top gore/violence effects). I've always viewed original Doom as more of a survival horror. People laugh now, but Doom was a genuinely scary game back when it released. Gamers nowadays obviously won't be scared by it. They als…

Even on higher difficulty levels - I think except for the highest - the classics aren't hard. Modern games have more timing mechanics, more verticality, more methods of movement or control to master. I'd gather most middle of the road FPS players these days could breeze through the hardest modes of Doom and Doom 2.

I think they were difficult at the time because they were so novel. Modern games are novel in different ways and challenging in that novelty. Doom feels somewhat more "solved".

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#87
post #78

There is a doom 3 port to wasm too https://wasm.continuation-labs.com/d3demo/

The last "real" Doom imho. Although both Doom 2016 and the new Doom Eternal look and run amazingly well, the thing with weapon alternate firing modes and weapon mods are just not my cup of tea. I don't want a shotgun that fires grenades and has full auto modes and whatever the hell the other mods do. They lost a bit of the nostalgia with all those extras, or maybe I'm just getting too old (?). This browser port runs…

I'm a huge DooM fan and have been playing since I downloaded the original off of a BBS back in the day and I have to, respectfully, disagree.

With DooM Eternal, there's actually a fully running port of DooM and DooM II inside the game and jumping into that after playing the main game for a while feels incredibly seamless. DooM (2016) and DooM Eternal feel like they took the scary shotgun ballet of the originals and added verticality and modern game mechanics to it. The only thing I think they missed an opportunity on are the dark levels that were in the originals. Not every level in the original games was a full speed dance with demons.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#88
post #78

Earlier quoted context omitted.

The last "real" Doom imho. Although both Doom 2016 and the new Doom Eternal look and run amazingly well, the thing with weapon alternate firing modes and weapon mods are just not my cup of tea. I don't want a shotgun that fires grenades and has full auto modes and whatever the hell the other mods do. They lost a bit of the nostalgia with all those extras, or maybe I'm just getting too old (?). This browser port runs…

I share similar feelings. I feel like Doom 2016 (and Eternal) are more of a sequel to Brutal Doom (a popular mod for original Doom games adding finishing moves, over the top weapons and over the top gore/violence effects). I've always viewed original Doom as more of a survival horror. People laugh now, but Doom was a genuinely scary game back when it released. Gamers nowadays obviously won't be scared by it. They als…

I have to disagree. Anyone who played DooM and DooM II more than just a single time through the campaign is more likely to view the originals as bullet ballets rather than as survival horror. DooM levels that seemed "scary" were only scary because demons could jump out at you and give you a jump scare. Once you know where the monster closets are, it's not that scary anymore.

If you played the original's multiplayer at all, then you'll remember how quick and frenetic it was and how that changed the play style for the single player levels. The new games reflect that much better than Doom 3, imo.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#89
post #82
post #8

This is how news site will look like in 5 years (tech wise not appearance wise). Good luck running adblock on it.

Good point, actually. How do you disable a poster on a wall which is rendered as part of a texture inside a 3D game?

There have been plenty of ways to inject textures into games to replace the ones that are built into it. In online games, like this one, all it takes is a host file that redirects the texture addresses with something else.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#90
post #78

Earlier quoted context omitted.

The last "real" Doom imho. Although both Doom 2016 and the new Doom Eternal look and run amazingly well, the thing with weapon alternate firing modes and weapon mods are just not my cup of tea. I don't want a shotgun that fires grenades and has full auto modes and whatever the hell the other mods do. They lost a bit of the nostalgia with all those extras, or maybe I'm just getting too old (?). This browser port runs…

I'm a huge DooM fan and have been playing since I downloaded the original off of a BBS back in the day and I have to, respectfully, disagree. With DooM Eternal, there's actually a fully running port of DooM and DooM II inside the game and jumping into that after playing the main game for a while feels incredibly seamless. DooM (2016) and DooM Eternal feel like they took the scary shotgun ballet of the originals and a…

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 from new games are way bigger than they were back then. Still all great games.
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