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QuakeJS – A Quake Port to JavaScript with Emscripten

quakejs.com

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Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#91
post #29
post #23

Earlier quoted context omitted.

... the issues with Adobe Flash are quite a bit more varied than “politics.” At best, it was always a drag on mobile platforms, reducing battery life and hogging resources, and at worst it’s pretty much best known now for its security issues that ultimately helped further its demise. If you want to go a step further, in 2011 you could also have probably delivered your game as an NPAPI extension and got pure native co…

Apple speech I guess. It was perfectly fine on any Symbian and Android device I got to play with, and much better than J2ME ever was.

Then you had a much much better experience than I did, across Symbian (UIQ3), Windows Mobile and Android.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#93
post #47

Earlier quoted context omitted.

Wasm has been here for years already. There's no flood of issues waiting for some cue to be released. It's no worse than any other part of the browser; probably better than some. Besides, modern browsers don't rely solely on one sandbox anymore. There are many levels of protection now.

CPUs were deemed unexploitable, until researchers had a better look into them. The only thing that makes WebAssembly safer than its predecessors, is that most security researchers haven't yet bothered with it.

I didn't say Wasm is unexploitable. You're attacking a straw man.

Wasm vulnerabilities are worth real money. Bug bounties are tens of thousands of dollars to hundreds of thousands as part of exploit chains. If people aren't finding many, your explanation will have to be a little bit better than "they haven't yet bothered".

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#94
post #47

Earlier quoted context omitted.

CPUs were deemed unexploitable, until researchers had a better look into them. The only thing that makes WebAssembly safer than its predecessors, is that most security researchers haven't yet bothered with it.

Which is already true for any type of software. Bugs exist everywhere. Of course you finde some if you put in the effort. That is not something that marks the quality of the code.

Not all ideas were created equal. Parent's contention (one I agree with) seems to be that the contemporary browser-as-app-deployment-platform paradigm is a bad idea.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#97

My understanding is that action-oriented multiplayer games in browsers have always suffered because they can't use UDP. How does this achieve multiplayer from a networking perspective?

HTTP/2 with stream prioritization and server push kinda replaces the need for UDP.

We can't allow UDP to be sent directly from browsers because that would enable any random bit of JavaScript you load to launch a DDoS attack.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#99
post #85
post #70

Earlier quoted context omitted.

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…

Of course, though, you can distribute your own app stores on Android via sideloading a la F-Droid and Epic Games. Perhaps in 2011, it just didn’t seem as doable, or maybe sideloading was disabled by more vendors... not sure.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#100
post #90

Earlier quoted context omitted.

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 fro…

I don't think that's a fair assessment. You don't have to constantly perform glory kills or chainsaw attacks and there's not a single instance in the game where you have to kill an enemy with an alternate firing mode to a specific region. I think you're exaggerating for effect, and that's fine, but I don't feel like you'd need to do that if your argument had any meat to it. You're right that it's not the same game (because that would be boring) but to say that it's not "Doomy" because of reasons that aren't even accurate makes your whole argument fall apart.

Case in point, there's already a pistol-only playthrough of DooM (2016) and I know people are already working on shotgun-only playthroughs of Eternal.

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