Settings

Theme

Show HN: Porting Terraria and Celeste to WebAssembly

velzie.rip

338 points by coolelectronics 7 months ago · 54 comments

Reader

modeless 7 months ago

Porting games to the web is a fun hobby! I've done Quake III [1] and Cave Story [2]. Just like in this story it's all about the details. Getting the game loading is just the start. Things like adding touch controls for mobile, handling multiplayer, managing save files, supporting modern screen resolutions and frame rates, they take more time than the initial port.

[1] Single player: https://thelongestyard.link/q3a-demo/ Multiplayer: https://thelongestyard.link/q3a-demo/?server=HN

[2] https://thelongestyard.link/cave-story/

dwattttt 7 months ago

It's really impressive how much worked out of the box, decompiling a C# binary, then recompiling it for a target as different as WASM.

delusional 7 months ago

> One of my favorite genres of weird project is "thing running in the browser that should absolutely not be running in the browser". Some of my favorites are the [...] the direct recompilation of Minecraft 1.12

Heh, you'd think Minecraft would be exactly the sort of thing that absolutely should be running in the browser, considering it was originally a Java applet.

I understand the point, I just find it amusing.

kkukshtel 7 months ago

This post presupposes a bit of knowledge about C#/WASM and Native code linking in the C# ecosystem. I wrote a post a while back that could be a complement to this that does some more level setting about what's possible these days with compiling C#-based engines to the web for those that don't already have the context:

So You Want To Compile Your C# Game Engine To The Web With WASM

https://kylekukshtel.com/csharp-wasm-game-engine-compile-web...

jasonjmcghee 7 months ago

Getting firebase "bandwidth quota exceeded" error when trying the demo.

You shouldn't have to worry about this kind of stuff if it's just a static site.

I'd host this on a cdn like cloudflare or github pages (free!).

  • coolelectronicsOP 7 months ago

    My bad! Switched over to the github pages fallback. Cloudflare pages isn't suitable because the wasm files (100mb+) exceed the 25mb limit. (i could bypass this with service worker jank but that tends to be fragile). Github Pages also isn't suitable because it doesn't have a native way of sending the coi/coep headers that are required for SharedArrayBuffer to be available. Can also bypass that with service worker jank but I would prefer not to

James_K 7 months ago

I've recently started trying to do a bit of basic game development targeting the web through WASM+OpenGL+SDL, and I must say, I'm shocked with how easy it is. I spent more time fiddling with CMake files than I did trying to the code to run on the web. There are still some limitations and rough spots on the web platform, but I've honestly had a much harder time compiling things for Windows or MacOS than for WASM.

  • Fraterkes 7 months ago

    Dumb question: do you have access to any of the nice text rendering features of the browser when you use Wasm, or is it basically just drawing to a canvas

    • flohofwoe 7 months ago

      There's no difference between WASM and JS in this situation.

      Once you are in canvas land, you'll have to do the text rendering yourself - that's not the fault of JS or WASM though, but of the broken web API stack (what's there is not properly layered, and the whole layer stack is inverted, e.g. canvas sits on top of the DOM instead the DOM sitting on top of canvas).

    • James_K 7 months ago

      There is an Emscripten library which cross-compiles things to WASM. The means you can generally just pull in a dependency for font rendering, such as SDL_ttf.

inlinestyle_it 7 months ago

Amazing work. But I'm wondering, this is only for your own personal use right? Because the projects you are talking about here are still covered by copyright and thus even if you were the one who ported them to the web it's still not possibile to redistribute them for other people benefit.

If you are interested in taking a look, we run a cloud gaming service based on WASM at https://gaming.inlinestyle.it with cloud saves support. Many of things you discussed are related to what we had to do too, but we tried to do it only for opensource and freeware games so that everyone can benefit from them and play them on the cloud.

Appreciate any suggestion you have on how to improve the service!

71bw 7 months ago

Your (?) website is so resource-demanding it's insane. I'm struggling to run it at any decent framerate on an i5-7500T. Makes the entire browser just crumble

midzer 7 months ago

Celeste Classic in WASM https://midzer.de/wasm/celeste/

  • badmintonbaseba 7 months ago

    For some reason that runs at like double speed for me, very challenging.

    • flohofwoe 7 months ago

      Sounds like the game uses a fixed 60hz frame step but maybe you're on a 120hz display? Chrome and FF run requestAnimationFrame at 120hz in this case (while Safari sticks to 60hz)

      • badmintonbaseba 7 months ago

        Possibly, I'm indeed on a 120Hz display. I still got up to 1600m, it's a good challenge.

        edit: 2000m now that I revisited. Crazy hard.

      • nottorp 7 months ago

        Don't link your world status updates to the frame rate please.

        Even "AI"s know to show you how to do it in spite of requestAnimationFrame. I know, I asked.

        But you have to ask them specifically to decouple game world updates from drawing, or they'll give you the dumb solution.

        • flohofwoe 7 months ago

          It's still a surprisingly tricky topic because simply measuring the frame duration (or using rAF's timestamp) gives significant timing jitter - which in turn introduces microstutter (and the other problem is that some browsers still limit timer precision to whole milliseconds due to the Specter/Meltdown fallout - but at least here the random jitter is useful because averaging over enough frames gives you the precise frame duration back, eg 16.667 or 8.333 ms instead of 15<=>17 or 7<=>9 ms

          • nottorp 7 months ago

            That’s no excuse if you ask me. Browsers aren’t consoles with fixed hardware. TBH not even consoles are fixed hardware any more …

            • flohofwoe 7 months ago

              Not an excuse, but the web platform should really offer better solutions to fix the microstutter problem when trying to implement a variable time step. Because currently there's no robust solution possible in "user space" (eg any type of noise removal filter will run into problems when the refresh rate suddenly changes, like moving the browser window to a display with different refresh rate).

01HNNWZ0MV43FF 7 months ago

This is very cool. However, the blog itself is not hitting 60 FPS on my Firefox. Probably that background effect?

  • dgb23 7 months ago

    I found that effect disturbing and distracting. It's rendered in a canvas element that you can delete via the inspector.

acheong08 7 months ago

This is so cool. Last time I played Terraria was back in 2014. One minor complaint: the resolution is too high & everything is scaled down a ton. It would be nice if we could have it scaled at 200% so i can actually see the text and icons

rlmineing_dead 7 months ago

Cool to see FNA/XNA projects projects working in the browser

Spunkie 7 months ago

It seems cool but haven't been able to get it working. I'm downloading terraria assets with the from steam option but its at only 5% after an hour.

caminanteblanco 7 months ago

This is absolutely amazing! I intend to use this on my Chromebook ASAP

parallax_error 7 months ago

Safari on ios really hates this, all 3 demos crash upon loading lol

Keyboard Shortcuts

j
Next item
k
Previous item
o / Enter
Open selected item
?
Show this help
Esc
Close modal / clear selection