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Show HN: Porting Terraria and Celeste to WebAssembly
- sarbrain 1y ago[flagged]
- transcental 1y ago[flagged]
- deryilz 1y ago[flagged]
- averageun1x 1y ago[flagged]
- rlmineing_dead 1y agoCool to see FNA/XNA projects projects working in the browser
- dwattttt 1y agoIt's really impressive how much worked out of the box, decompiling a C# binary, then recompiling it for a target as different as WASM.
- underdeserver 1y agoAnd then it's also really impressive how much they did to get to the end.
- jasonjmcghee 1y agoGetting 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!).
- coolelectronics 1y agoMy 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
- hoten 1y agobtw: this results in a white page on the first load until you manually reload, since the SW has not been loaded yet. May want to force a page reload on the SW install event to fix. also: this is incredibly cool. thanks for writing this up and sharing!
- truemotive 1y agoCloudflare R3 might suit the scenario better for you in terms of the heavy assets, it's like AWS S3 except for the cool part where you aren't charged for data egress (last I checked! haha) I'm about to buy Terraria after all these years, just so I can get the assets and check this out. You're cool :)
- vlovich123 1y agoR2
- NortySpock 1y agoOh Terraria is totally worth it, especially when spelunking with friends. Its better than Minecraft, in my opinion.
- tech234a 1y agoDepending on how well the files compress, you could try: https://developer.mozilla.org/en-US/docs/Web/API/Compression_Streams_API https://developer.mozilla.org/en-US/docs/Web/API/Compression...
- 1y ago
- 01HNNWZ0MV43FF 1y agoThis is very cool. However, the blog itself is not hitting 60 FPS on my Firefox. Probably that background effect?
- dgb23 1y agoI found that effect disturbing and distracting. It's rendered in a canvas element that you can delete via the inspector.
- midzer 1y agoCeleste Classic in WASM https://midzer.de/wasm/celeste/ https://midzer.de/wasm/celeste/
- badmintonbaseba 1y agoFor some reason that runs at like double speed for me, very challenging.
- flohofwoe 1y agoSounds 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 1y agoPossibly, 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.
- badmintonbaseba 1y agoMade it to the summit at double speed. :strawberry:x14 3:17:46 deaths:1981
- nottorp 1y agoDon'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 1y agoIt'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
- caminanteblanco 1y agoThis is absolutely amazing! I intend to use this on my Chromebook ASAP
- 71bw 1y agoYour (?) 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
- poink 1y agoI scrolled through the whole thing on my phone and it was fine
- 01HNNWZ0MV43FF 1y agoWeird huh
- doix 1y agoYou can disable javascript on the site and it works perfectly. I'm guessing it's this thing that destroys performance https://velzie.rip/static/background.js https://velzie.rip/static/background.js
- kunwon1 1y agoThe moving background is absolutely intolerable, I didn't last ten seconds
- delusional 1y 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.
- pjmlp 1y agoEven more interesting is this idea of running WebAssembly on the server, in containers, with orchestration services among them, and communicating across sandboxed environments. Somehow it reminds me of something, but memory is getting fuzzier nowadays. /s
- voidUpdate 1y agoEarly minecraft versions did run in the browser before it was made a standalone app, and they recreated it recently https://classic.minecraft.net https://classic.minecraft.net
- HelloUsername 1y ago> recently 6 years ago? https://news.ycombinator.com/item?id=19861584 https://news.ycombinator.com/item?id=19861584
- mickey475778 1y ago[flagged]
- pil0u 1y agoThank you ChatGPT. -_-
- vitto_gioda 1y agoI don't understand what you can get at by commenting on all the posts on HN. I will click on your profile and find your website where you talk about your saas at $49 rather than $212?
- James_K 1y agoI'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 1y agoDumb 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
- James_K 1y agoThere 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.
- flohofwoe 1y agoThere'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).
- parallax_error 1y agoSafari on ios really hates this, all 3 demos crash upon loading lol
- mickey475778 1y ago[flagged]
- nindalf 1y agoChatGPT, it sounds like you're claiming credit for this work when you say "we". For everyone else, take a look at the comment history for what AI generated comments look like in May 2025.
- kkukshtel 1y agoThis 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-emscripten https://kylekukshtel.com/csharp-wasm-game-engine-compile-web...
- modeless 1y agoPorting 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/ https://thelongestyard.link/q3a-demo/ Multiplayer: https://thelongestyard.link/q3a-demo/?server=HN https://thelongestyard.link/q3a-demo/?server=HN [2] https://thelongestyard.link/cave-story/ https://thelongestyard.link/cave-story/
- Spunkie 1y agoIt 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.
- _lvbh 1y agoThis 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
- inlinestyle_it 1y agoAmazing 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 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!