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NetQuake.io Project Expanding WebQuake
Hello, my first post here, hope. I normally used to post on quakeone.com, but I think here is a better place for this kind of post?

A few users ago, a developer did a line by line conversion of the Quake source code to javascript. I've been intrigued ever since, this port allowed for browser based play like QuakeLive, and also allowed native clients to connect.

The original developer seems content with leaving the original source close to original, so I've forked it and have been quietly toying with it off and on the last few years. The last few months I've been really focused on making something that can be consumed by anyone, and that's the state of today.

Why? When I think of trying to get a friend to run quake, I think of having them install quake, maybe install a quake loader, getting a decent key map, maybe adding command line parameters to get the engine working correctly. WebQuake greatly simplifies all this by allowing me to send a simple link to someone and they can be instantly in-game running a demo, custom map, or multiplayer game. Did I mention platform agnostic? It even runs on mobile!

The downsides to WebQuake -
- Slower than native (this is running webgl, but everything filters through the browser's API)
- Browser may limit key configurations - you there's certain key commands that you can't override in a browser like alt+w
- Require an internet connection to run (can be run offline, might have some options here)

What I've added:
Async/IO - the original source used deprecated blocking IO which isn't compatible with other technologies such as IndexedDB
IndexedDB - Local storage to support adding client pak files. This allows the server to not make pak1.pak public, and allows the user to supply it from their local filesystem, "proving" they bought the game.
ES6 modules - allows the game files to be packaged up in modules

What NetQuake.io offers:
Frontend hosting webquake assets with pak0.pak so you can play shareware out of the box
Master server keeping track of server instances
A couple test instances running on my home server
A CTF server running in AWS Ohio

What I want to do:
- Demo Database - Ability to host/play demos
- Custom map lookup (based on quaddicted's database)
- Add more proquake features to the engine
- Make netquake.io "nicer" - it's currently just a prototype
- Move everything to AWS
- Support local mods

Anyway, that's all. I don't know how useful this might be, so putting out there to gauge interest. Would love to keep a project log here maybe?
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Those one-letter filenames look intimidating. :D 
 
hey i think it's cool.

#1 feature is probably make watching a quake demo as easy as watching a video on youtube.

Playing in the browser is cool too but has some UX issues like you described -- but might still be good as an entry point for first time players, they can sample the game easily and then install a native client once they decide they like it. 
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