Nice, but the view keeps clipping out to far ahead of the map (but the character seems to still be in its original position as I can die from monsters). It snaps back in place when I shoot.
edit: both on chromium and firefox, desktop linux.
Really cool experiment. A lot of jank. It would sometimes rubber band me back, movement was grid aligned in a way that made accessing the secret room challenging, and the whole tab unexpectedly crashed with no error. 5 star would play again
As someone who passionately and ardiently hates prolifiration of this set of _hacks on top of hacks_ called CSS (and CSS/JS/HTML aka Web-stack), I must say this is good and valid use case for CSS. :)
Well, Quake and VRML were contemporaneous, but VRML was a plugin in the browser — it was never as fast as Quake, and not intended as a game engine, though there were many worlds and models built in VRML that were at least as detailed as the Quake maps.
Doesn't work at all for me. I keep jumping around and clipping through objects, can't even leave the first room without being stuck in the doorway to the elevator.
Impressive. I guess this isn't only the renderer made to use CSS but also a full recreation of the engine and logic right? My guess is because a bunch of things do not behave like the original game, e.g. some buttons need to be shot instead of touched to activate, some secret doors open by touching them instead of being shot, etc.
Hi there! Thanks for the report, buttons should work properly now.
Regarding the game logic, the build step has a small JS extractor over QuakeC/progs.dat to generate JSON source facts: states, models, attacks, sounds, etc. The browser runtime is TypeScript and consumes those for Quake-ish gameplay.
Err, strange, what browser? I'm using Firefox on a ThinkPad from 2018 running Linux, and cssquake was running at a smooth 60fps just now (and at 1080p resolution vs the 320x240 or 320x200 someone would likely be running on a P133)
Most of the time, things seem to be optimized for Chrome, but with this, I actually had the impression that Firefox ran a bit smoother, but I tested it on Linux.
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[ 2.7 ms ] story [ 82.1 ms ] threadedit: both on chromium and firefox, desktop linux.
Checked out https://cssdoom.wtf/ and loved it too, both are far lighter than current affairs. \o/
Regarding the game logic, the build step has a small JS extractor over QuakeC/progs.dat to generate JSON source facts: states, models, attacks, sounds, etc. The browser runtime is TypeScript and consumes those for Quake-ish gameplay.
Perhaps there's something wrong with your web browser. Try Firefox - it works beautifully there.
Most of the time, things seem to be optimized for Chrome, but with this, I actually had the impression that Firefox ran a bit smoother, but I tested it on Linux.