[HN Gopher] D3wasm 0.4 - Doom 3 in WASM ___________________________________________________________________ D3wasm 0.4 - Doom 3 in WASM Author : nkjoep Score : 278 points Date : 2022-09-28 10:47 UTC (12 hours ago) (HTM) web link (wasm.continuation-labs.com) (TXT) w3m dump (wasm.continuation-labs.com) | nonethewiser wrote: | So is WASM basically just going to be about video games? And | graphics rendering? | flohofwoe wrote: | Well, that would be great, yeah. But the other web APIs | (everything except WASM, WebGL and WebGPU) still have a long | way to go to provide the same functionality as native APIs that | are relevant for gaming. Currently the web equivalents are a | massive PITA to work with. The web platform needs something | like the DirectX or Proton initiatives to make it viable for | games, WASM and WebGPU alone are not enough. | vinkelhake wrote: | I have no idea why this is getting downvoted. Floh is, among | other things, the author of Sokol, which is a set of cross | platform libs suitable for game dev. Sokol has "native" | support for the web, which means you can write your app | against Sokol and don't have to deal directly with these | painful web APIs. | | I've personally used Sokol for a number of projects and it | has been great. You get something much leaner and meaner | compared to the Emscripten port of SDL, which otherwise seems | to be the "default" when people do these things. | | https://github.com/floooh/sokol | PoignardAzur wrote: | Speaking as someone working on a webassembly port of a non- | video game software for a living: yeah maybe. | | It's certainly the use-case that received the most love. | VikingCoder wrote: | WASD + WASM = <3 | Javantea_ wrote: | I used emscripten to make physics and math software written in | Fortran available to my JavaScript program. I would've used | wasm, but it was in poor shape back when I wrote the software. | There are a lot of things besides games and graphics written in | C/C++ that can be used in JavaScript as a result of emscripten | and wasm. | RunSet wrote: | If only. | | https://github.com/jtgrassie/xmr-wasm | boppo1 wrote: | I wondered as I clicked, "why would someone want a limited | application set for WASM? Wouldn't it be better if more--Oh | yes, I see." | astlouis44 wrote: | Yeah WebAssembly enables casual gamers, gamers on Macs | (especially on newer M1/M2 devices with limited game | compatibility natively) and students on Chromebooks to jump | into a game in a low friction manner. And this isn't even | mentioning being able to reach mobile devices, which | represents the largest portion of revenue in the games | industry today. | | Couple this with the fact that developers won't have to pay | a 30% fee for distribution on the web, and you have the | recipe for the next big games platform that's hardware | agnostic by default. Very disruptive stuff. | anthk wrote: | Mac users already have Rosetta, they don't need any | limited gaming platform. And Chromebooks have native | Android and Linux compatibility (plus Wine and Steam), so | the WASM gaming would be useless for them compared to | native GL/Vulkan rendering thru MESA under ChromeOS. | omeysalvi wrote: | Doom 3's design suffered due to its programming innovations. | Since the game developers wanted to show off the real time | lighting, they opted for a horror like design that showed off the | tech. It kinda drove it away from the thing that made the | original Doom games fun - fast paced fps action | beebeepka wrote: | Dear god, I was just thinking that it's about time we have Doom 3 | running in a browser. Good job. In fact, 8 am going to try it | right now | tmikaeld wrote: | Ooof, performance on an Mac Studio was not great, ~30-60fps | antihero wrote: | Weird, was mostly 60FPS on a 2019 MBP. | | Just couldn't press INSERT/HOME to actually get anywhere when | necessary :( | lmohseni wrote: | If you hold the function key ('fn') and press the left arrow | it works. Macs map fn+arrows to home, end, pgup, and pgdown. | zeristor wrote: | Is that an unladen MacStudio? | TheRealDunkirk wrote: | An African or European MacStudio? | rcarmo wrote: | I see what you did there... | [deleted] | bhedgeoser wrote: | I don't get it | Narishma wrote: | It's from Monty Python and the Holy Grail. | madrox wrote: | I'm getting ~15 FPS on this demo, which is roughly the same FPS I | got on my potato PC when Doom 3 launched. Really brings me back. | | I'm used to seeing Doom running on all kinds of platforms, but | it's inspiring and humbling to see Doom 3 - a game I have vivid | memories of being in awe of - running in a browser. It really | highlights how far tech has come when I wasn't looking. In many | ways, my old eyes don't see much different from Doom 3 high end | graphics and the graphics of modern games. | sails wrote: | Runs great on M2 MBA! How do I skip the dialogue and go full | screen? | m00dy wrote: | looks great | daurnimator wrote: | Fails to load in firefox 105.0.1 (64-bit ArchLinux) for me. | WebGL warning: <Create>: WebglAllowWindowsNativeGl:false | restricts context creation on this system. d3wasm.js:1:156185 | Failed to create WebGL context: WebGL creation failed: * | WebglAllowWindowsNativeGl:false restricts context creation on | this system. () * Exhausted GL driver options. | (FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS) Uncaught | TypeError: GLctx is undefined | tyingq wrote: | Supposedly a firefox bug. Try about:config => webgl.force- | enabled = true | ddoolin wrote: | FWIW, working on Firefox Dev Edition on 64-bit Arch for me. | olivierestsage wrote: | It will be interesting to see how this game's legacy will | ultimately be viewed. For the first decade or so after its | release, it got a lot of flak for certain design choices, like | the limited access it gives the player to the flashlight, that | don't seem like such a big deal anymore. | nailer wrote: | It's more the genre change from action to horror. Serious Sam | felt more like a Doom sequel than Doom 3 did. | rob74 wrote: | Well, if you paid attention, Doom 1 and 2 were "horror" too | (the amount of "creatures from hell", mutilated bodies | hanging around as decoration, enemies exploding into giblets | of bloody meat etc. are pretty sure giveaways), but the | technical limitations of the time prevented them from being | as scary as Doom 3. | IMTDb wrote: | "Horror" is more than just the setting, it's mainly about | the gameplay. Doom 1, 2 and eternal are more action than | horror. You have lots of relatively "weak" ennemies to | kill. The blood and gore just intensify that "happy | trigger" feeling. Rooms are bigs, allowing you to move | freely to avoid projectiles. | | Doom 3 on the other hand is different; you very rarely have | more than one enemy to beat at a time. That single enemy | can absolutely shred you if you are not very careful, you | have to consider each engagement carefully. The darkness | and blood are tuned to intensify that "fear" feeling. Rooms | are very small, limiting your ability to dodge, almost to | the point of inducing claustrophobia. | | Painkiller was released almost as the same time as Doom and | was way more action oriented, even tho it contains its fair | share of gore. | darkwater wrote: | > "Horror" is more than just the setting, it's mainly | about the gameplay. Doom 1, 2 and eternal are more action | than horror. You have lots of relatively "weak" ennemies | to kill. The blood and gore just intensify that "happy | trigger" feeling. Rooms are bigs, allowing you to move | freely to avoid projectiles. | | It might be just me being overly frightening but I | clearly remember 14y old me playing Doom at night with my | headphones on and begin scared as fuckin hell when | something appeared out of nowhere making guttural noises. | jerf wrote: | If memory serves, Doom is sorta bimodal. | | If you know how to strafe, and get to the point that you | are habitually doing it almost every second of play, Doom | is an action game where you are grossly overpowered | compared to your opponents, more or less. To even slow | Doom guy down you need tight corridors to cut his | maneuverability down and enough enemies to clog him up | even so. In open space the only real threat is being | plinked away by the undodgeable hit scan weapons; high | level play with speedruns involves a lot of managing that | and hoping for decent luck. The non-hitscan weapons for | them are, to quote a popular Youtuber, super easy, barely | an inconvenience, which ironically makes the "weakest" | enemies actually the most dangerous in the game in most | places. | | If you don't know how to strafe, which was very common at | the time since we were all new to 3D spaces and even the | ones we had used before may not have had a "strafe" | option, Doom becomes much more a horror game. As others | are saying about how Doom 3 gives you the choice of | "seeing" or "shooting", but not both, Doom without | strafing gives you the choice of _either_ dodging _or_ | shooting, but not both. Shooting becomes a contest of | nerves because you 're committed for a second or two... | to dodge an incoming missile involves turning, _then_ | moving. And that move is either "forward", vectoring | into the oncoming missile, or backwards, vectoring away | but heading away from your field of vision. | | I remember both modes now, both playing it back when Doom | I was the only release and I played the shareware, and I | saw the "strafe" option and had no idea what it was or | why I would use it, and playing in later years when | strafing was simply part of my 3D "vocabulary" and I did | it instinctively. It's almost two different games. | | I suspect even at the time, the developers of Doom | weren't used to strafing either, and in a weird way it | has contributed to its classic status. If they were it | would have been balanced much differently. | | The same things that make it a gaming classic that people | are still playing to this day are also gross violations | of the current state of the art of game design and | balance... the reader is invited to conclude from that | statement whatever they like. | laumars wrote: | > _I suspect even at the time, the developers of Doom | weren 't used to strafing either,_ | | I don't know if that's fair. Doom had a timer in it and | was built to have speed running in mind (even if that | term hasn't yet been coined). | bombcar wrote: | IIRC certain secrets are basically only available via | strafing so the general concept was known. | | There are other moves that developed much later. | laumars wrote: | Strafing was in Wolf3D too. In fact I think it was | intended as the core mechanic for defeating the Episode 1 | boss. | rob74 wrote: | Yeah, especially the first time when one of those near- | invisible bitey things sneaked up and started gnawing on | you, you were in for a pretty good scare... | laumars wrote: | That was intentional but it's still a point about | atmosphere and not game play. | | Doom 3 plays very different to Doom 1&2. | nailer wrote: | That's true, it's more the gameplay shift (jump scares, | less enemies on screen at once, no power fantasy) than the | aesthetic shift. | 0x457 wrote: | Yes, but it's not that simple. Doom 3 is pretty "horror" | compared to any other Doom game. I would put in the same | basket as Dead Space games. | | Doom (2016) and Doom Eternal gameplay is much closer to | Doom 1 and 2. Both are very "push-forward" shooters. | wussboy wrote: | I remember playing around with the Serious Sam level editor. | A buddy of mine made a map that was just a small hut in the | middle and monster generators scattered over the next hill. | Endless mindless hordes of monsters came over that hill and | you and your buddies just needed to hold out as long as you | could. Pretty amazing for, what, 1999? | spatulon wrote: | Note that they remastered the game in 2012 as "Doom 3: BFG | Edition", and that included the ability to use the flashlight | while holding weapons. | | I think Doom (2016) and Doom Eternal are far more successful as | Doom games than Doom 3. Like the original 90s games, they're | fast-paced, with wide-open combat areas and hordes of enemies | on screen at the same time. The technical choices they made | with id Tech 4 meant that a game like that wasn't really | possible with the hardware available in 2004. | | Maybe they just shouldn't have called it Doom? But its design | as a slow-paced horror game, what with all the tedious monster | closets, doesn't compare well to Resident Evil 4, which came | out only a few months later. | notjustanymike wrote: | Downloading the duct tape mod was practically a requirement. | pdntspa wrote: | The flashlight mechanic really gave it a nice horror vibe the | originals were missing. Like do you want light? Or do you | want to kill things? Choose! | skocznymroczny wrote: | The originals had a lot of horror vibe. It might not seem | like it nowadays because players are used to it and there's | many mods like Brutal Doom trivializing the content, but | original Doom was scary. There was no other game like it at | the time, and the growls of the monsters, the flickering | lights, rooms getting dark when you grab a key and monster | closets opening, body horror elements on walls and | decorations. Doom 3 felt actually milder, it just was more | annoying with the darkness everywhere. | ovao wrote: | Doom 3's flashlight also took away one element from the | original: a dark room was a place you _really_ didn't | want to enter, but had to in order to progress. | | I think it was E1M3 or something that had a large room | whose lighting slowly pulsed at about half a hertz. With | about 15 demons, that room was fucking _unpleasant_. In | Doom 3, you'd just whip out your flashlight -- no biggie. | pdntspa wrote: | I played the originals back in their day as a wee lad, | and while it was scary -- and aaah the old lights-go-out- | when-you-grab-the-macguffin trick -- I don't appreciate | it in the same way that I did with Doom 3. The latter | seemed to take a lot of inspiration from Resident | Evil/Alone in the Dark. The original Doom was just lots | of cheap traps. | | In any case, while I like Doom 3 I am glad the series | didn't go in that direction afterwards. When lukewarm | Quake 4 came out I was beginning to worry that id had | lost its touch... luckily Doom 2016 saw a return to form. | Tepix wrote: | Works well on MBP16 M1 Pro. | | What's the best version of Doom 3 these days to use on Apple | Silicon? | erwincoumans wrote: | Dhwem3 has a native macOS M1 (arm64) version that runs well: | https://github.com/MacSourcePorts/dhewm3/releases | refracture wrote: | From the awesome terminals and PDA that didn't grant you a break | from the demons.. Doom 3 still remains a wonderful immersive | experience. Replaying it last year was really surprising to me; | it's still great. | sabujp wrote: | fullscreen? f11 seems to be disabled | mtrycz2 wrote: | Oh yeah, I remember that intro. | | When I think of Amazon/Tesla, I always associate it with early | 2000s era science-fiction videogames. | wrycoder wrote: | There's an X-plane app for iOS. It's fully flyable, 35,000 real- | world airports, full instruments and nav aids, etc. $5 per month. | tommica wrote: | This is really cool - was too afraid to play this game as a | teenager, but it's great to see it in this context! | ugjka wrote: | Yeah, D3 wash such an adrenaline rush | djmips wrote: | One background article on Doom3 renderer. I'm sure there's more | from Carmack himself. | https://fabiensanglard.net/doom3_bfg/renderer.php | cloogshicer wrote: | Something Doom 3 handled amazingly is how computers are | controlled in first person. | | As your crosshair approaches the screen, it turns into a mouse | cursor, and you can control the computer as you would a regular | desktop PC. It just feels so natural. | | I'm surprised that this wasn't copied more by other games. | Probably because it doesn't work as well on consoles with a | controller. | atomlib wrote: | Kind of like real life as well. I always lower my weapon or | item whenever I approach a terminal or a touchscreen in an | elevator. | bombcar wrote: | Strange, I always shoot the computer first - only if it is | invulnerable to bullets do I know it's actually important. | oblak wrote: | Me? I am old school and just clip right through some | surfaces. | [deleted] | PoignardAzur wrote: | If I understand your description right, I think Prey (the | Arkane one) does the same thing. It does feel pretty awesome | and natural; really helps you feel like you're in a corporate | world with touchscreens everywhere. | cloogshicer wrote: | The new(-ish) Prey comes close, but if I remember correctly, | it still sometimes locks on to the screen you're controlling, | taking you out of the action. | | In Doom 3, you're still in control of your first person | character, which is awesome. | | Try it in the demo linked above, if you skip the cutscenes | you can find a screen within the first minute of gameplay or | so. | scheeseman486 wrote: | The Duke Nukem Forever 2001 leak handles in-game display | interactions in a functionally identical way. Not discounting | parallel discovery (or even that it was first) but id software | and Apogee/3D Realms had a relationship. | amelius wrote: | How long until Linux runs in WASM, with Doom running in it on | Wayland? | williamstein wrote: | There's several regularly updated Linux emulators running in | WASM here: https://copy.sh/v86/ I don't know if doom runs in | any of them, but it would be slow. | amelius wrote: | But that's emulating x86 code, as opposed to running Linux- | ported-to-WASM directly. | 0x457 wrote: | That would require WASI to cover a lot more than it covers | now. | fsiefken wrote: | might already be possible with webvm, cheerpx and greenfield | https://leaningtech.com/webvm-server-less-x86-virtual-machin... | https://github.com/udevbe/greenfield | rglover wrote: | This is a total mind blow. Consistently got 15-30+ FPS. | | It's early, but this is the future. No need for a console/native | build, just pop open a browser and jump in. | wmanley wrote: | I don't think it is the future - but not because of the | technology. Things in the browser have proven hard to monetize, | unlike app stores/steam/consoles which have been built to | enable selling. | rglover wrote: | The smart players will just run a custom headless browser in | a glorified nix box with a console-like case and price it at | a premium. Profit would be insane. | oblak wrote: | Dr. Malcolm Betruger: Amazing things will happen here soon, you | just wait. | | Took a while but he was right. | boppo1 wrote: | How are graphics calls handled? WebGPU? | alwaysal44 wrote: | This port uses WebGL. There are no games out there yet that are | using WebGPU in production, it's only available in Origin | Trial. It goes live by default in Chrome February 2023. | cloogshicer wrote: | According to the project page [1], WebGL. WebGPU is still in | development, it's the successor of WebGL and not yet supported | by stable browsers. | | [1] http://www.continuation-labs.com/projects/d3wasm/ | seanalltogether wrote: | Is there a full screen option that I'm missing? | injidup wrote: | This may be some kind of malware. I ran it till the game | downloaded and started playing. Suddenly I noticed that my mouse | cursor was no longer visible. After restarting the computer the | mouse cursor is still missing. I've tried this twice now, | including turning off the power. The mouse still works and I can | click and scroll but the cursor is not visible. | ris58h wrote: | The naming is strange though. It could be Diablo 3 or D3.js. | Keyframe wrote: | I know it's 18 years old game by now, but in my mind it's the | first wave of "next gen" games (normal maps, unified lighting, | etc..) so it's still kind of amazing seeing this running at 60fps | on a paltry laptop (razer blade stealth) and on linux in a | browser at that! | | edit: scratch that, thing runs even on phone at 60fps | spullara wrote: | Depending on if you are talking about a recent iPhone, it may | be faster than the laptop. | tomxor wrote: | > I know it's 18 years old game by now, but in my mind it's the | first wave of "next gen" games | | Oh man that makes me feel old. I remember first playing this on | my tiny 12" powerbook from 2004... and back then It felt like a | heavy weight that shouldn't quite be running on that machine. | erwinh wrote: | seems not that long ago "can it run doom" was the benchmark, | now we are already up to doom 3. | rcarmo wrote: | Still waiting for Crysis. | [deleted] | epakai wrote: | Yeah doesn't take much these days. I played with dhewm on a | surface go, and performance was amazing for a dinky 6W cpu even | with the high dpi display. | finikytou wrote: | doom3 is a masterpiece of gaming. it represented a radical | shift in how 3d was used in games, hardware shift, light shift | in terms of how to light and reflect light in an environment. | in terms of game design this is the pinnacle of the genre. it | is to this day my favorite FPS by far. | | beautiful talk by carmack | https://www.youtube.com/watch?v=Q1q49GxsPWM&t=4s&ab_channel=... | Groxx wrote: | ehhh... Doom 3's limitations were painfully obvious when it | launched. The shadows and pure blacks were a nice stylistic | workaround for handling only a single light source, but later | levels went crazy with filling the world with glowing fog to | make larger rooms even _remotely_ usable. It felt more like | an elaborate tech demo than a game at times. | | It was a significant leap, but it was the right time for it. | In less than a year you saw other games doing the same thing | or better - they had clearly been working on it as well. Doom | 3 was just the first to come out, and Carmack did a lot to | spread knowledge about it immediately (as he frequently does, | which is wonderful). | anthk wrote: | A tech demo you say. Obvious. Doom, Doom2, Quake and | Unreals and nothing more than FPS clones of the same | concepts to sell engine features to third parties. | Groxx wrote: | I'm not claiming that's their goal, but yes, Carmack | often seems more interested in his craft than the end | product. Which I very much enjoy, and the computing world | benefits from. I wish _more_ game companies were like | that. | | As to views on the end product as a whole: opinions | differ, ridicule seems unwarranted. | [deleted] | ramesh31 wrote: | It was the last true generational leap in PC gaming. It took | consoles at least 5 years to catch up. Something we'll never | see again now that all AAA games are exclusively built for | console limitations, with PC ports as an afterthought. | Narishma wrote: | Not really. It took less than a year for the Xbox version | to release. | | That same year Quake 4 launched using the same engine on | Xbox 360. | csmpltn wrote: | Death Stranding is, in my opinion, another such leap. | sebazzz wrote: | The Doom 3 demo scared the crap out of me the first time I | played it, that scene in Mars City Underground. It still does | in some way. | Minor49er wrote: | Have you ever played Prey (2006)? It used the same tech, had | some extra capabilities like walking on walls and ceilings, | and was probably even more intense in the body horror | department | oblak wrote: | You forgot about the portals. It had portals before Portal. | It also features some pretty cool weapons and other | mechanics. Pretty cool game. Too bad Human Head never got | to finish the second one | hypertele-Xii wrote: | > It had portals before Portal. | | Not entirely accurate. Narbacular Drop, the first | prototype for Portal (that caught Valve's attention and | they hired the devs to recreate the tech in Source | engine) was released a year before Prey, in 2005. | oblak wrote: | I actually deleted the line I had written about | Narbacular Drop. You're technically correct, which is the | best kind of correct, of course, but Prey was stuck in a | development hell for what, 10 years? It had portals in | the 90s! | crawsome wrote: | flohofwoe wrote: | I don't know... it's definitely a masterpiece of rendering | technology, but IMHO not as a game. Compared to classic Doom | or the Quake games, it took too long until the action | started, and everything felt so slow and sticky! It was the | first Id game I couldn't really get into, and the first I | didn't play to the end. | cpuguy83 wrote: | This was the first (only?) game that legit had me jumpy. I | remember one part of the game where I was in this room and | a monster walked across the window, saw me, then came | around and started pounding on the door. Each time the door | dented a bit more until it gave out. | | I don't think I saw a game before Doom3 that was quite like | that. | flohofwoe wrote: | The classic Alien vs Predator (I think?) had me literally | falling out of the chair when a facehugger jumped at me | :) | cptnapalm wrote: | Only game I ever played where I remained unmoving in one | corner for half an hour and was not bored. | wmanley wrote: | Something I loved about that game was that stopping | didn't make you safe - if you stopped for too long the | aliens would come and find you. This lead to a intense | experience where you had to keep going - even when | terrified - because stopping was even scarier. | msikora wrote: | Same for me, it looked nice, but never got into Doom 3. On | the other hand the new Doom games, especially Doom Eternal, | go back to the roots and are one of the best FPS games out | there, at least for single player that is... | retinaros wrote: | to this day it is for me the only fps that i felt was art. | almost like a very good movie. better lit than most of what | hollywood produce now. sound design was awesome, it had so | much style and atmosphere, and it was really minimalist to | an extent that each interaction was important each enemy | was a strugle. defintly different from all the other doom | games hence why it was never as popular as the others but | there was so much depth in its shadows than it reminded me | of how great composers use silence in music | | https://fabiensanglard.net/doom3/renderer.php at the | technicql level there were some cool advances and the game | in its production definitly felt like a leap forward that | only a few game matched after (i could say mgs 4-5 and | death stranding are close ones, final fantasy 15 while very | weak story wise had others, but definitly no fps did what | doom3 did) | dvlsg wrote: | I got super annoyed at enemies popping in behind me out of | thin air, too. Felt like a cheap way to surprise the | player, and it got old really fast. | | Doom 3 as a game sure looked cool, though. The flashlight | blew my mind back in the day. | giobox wrote: | It's also a game that arguably was directly limited by its | advanced rendering techniques; the number of enemies on | screen at any one time rarely exceeds four IIRC, corpses | vanish almost immediately to reclaim resources, most | environments are quite small with few open or large spaces | to explore. Id had to ship something that could actually | run on customer computers of the era. | | This is in sharp contrast to Half Life 2 released at a | similar time, which had far more enemies and NPCs on screen | at one time as well as much much larger maps to explore. I | think in some ways Half Life 2s visuals have honestly dated | better despite the less ambitious technology - the larger | and more varied maps its lesser performance requirements | permitted help a lot. | torginus wrote: | I think it might even be argued its rendering techniques | either weren't that revolutionary, or turned out to be dead | ends. | | Don't get me wrong, it's a technical masterpiece, but one | of execution rather than innovation. | | It's main feature was dynamic lighting and shadows, which | it accomplished with dynamic lights, normal maps and | stencil shadows. | | Dynamic lights and normal maps were nothing new even back | then, I remember multiple titles using them, but not this | well and not to this extent. | | Stencil shadows were kind of unique, they worked by | extruding the geometry from the light's perspective, and | figuring out what was inside the light's shadow by counting | front and back faces. | | Unfortunately, since they used geometry, they looked really | blocky and sharp, with no smooth edges unlike shadow | mapping. | | Imo they looked kind of bad, a step down from the beautiful | pre-rendered lightmap shadows we enjoyed years before. | bombcar wrote: | Doom 3 wasn't the same kind of game as Doom and Quake were. | Serious Sam was more on that line - Doom 3 was an entirely | different game type even though it had the same lineage. | son_of_gloin wrote: | Half-Life 2 came out around the same time and I think had | better graphics, story, and realistic physics. | scheeseman486 wrote: | Stencil shadows were not particularly influential, everything | now is either lightmaps or RT. If anything I'd argue that The | Chronicles of Riddick: Escape From Butcher Bay did what Doom | 3 did technology-wise (stencil shadows, normal mapped models | and environments) and used it better since the lighting tech | had real impact on gameplay systems other than "you can't | see". Butcher Bay even released before Doom 3 did, on console | hardware no less. Having played Butcher Bay before Doom 3, | the latter was an deep disappointment. | | Also I wouldn't put light reflection in the list of idtech | 4's achievements if we're talking more than one bounce, it | literally does not do that. idtech 2 did, precalculated of | course. | EugeneOZ wrote: | Well, on MBP M1 (Ventura) it drops from 63 to 15 sometimes | (levels loading?). | boppo1 wrote: | Just hangs at loading the demo data (after clicking new game and | choosing a difficulty) for me. | vient wrote: | Network tab showed that game data was loading for almost 10 | minutes, maybe that's the case. | boppo1 wrote: | Nah, it threw a js exception. Tbh it's probably a me problem, | been a while since I updated chrome. Tried it on my phone and | it loaded up fine in about 3-5 minutes. | TheAceOfHearts wrote: | Is there a console command to go straight into the action instead | of having to wait through the long intro cutscene? I want to try | shooting some things. | Felk wrote: | You can use the Home key to skip cutscenes. Click on "show | help" for more alternate controls | jawadch93 wrote: | daniel-thompson wrote: | Very impressive! Few minor artifacts with shadows and the fps | counter shows 63, but otherwise, works great on Firefox on my | 2021 M1 MBP. | | On a sidenote, I unironically love the dialogue in this game - | it's so bad it's good: | | Guy 1> I'm tired of running damage control every time he makes a | mess. | | Guy 2> Right, you're the control. And if that fails, I'm the | damage. | astlouis44 wrote: | The same author also did a port of Arkane's Arx Fatalis to | WebAssembly. Interestingly, both Doom 3 and Arx are now owned by | Microsoft with the Zenimax acquisition, so it would be interested | to see these two games on the frontpage in a gaming section when | you open the Edge browser. | | https://wasm.continuation-labs.com/arxdemo/ | anthk wrote: | That's because both engines are under a libre license. Check | Arx Libertatis. ___________________________________________________________________ (page generated 2022-09-28 23:00 UTC)