And Unreal Tournament: https://dos.zone/mp/?lobby=ut
There's also https://noclip.website/ which, while not playable, has hundreds of levels from dozens of older games that you can explore freely. Including Half-Life 2, with more accurate rendering than this web port (which seems to be missing many shaders including character eyes).
https://eikehein.com/stuff/sabatu
Fan remake of the levels to avoid asset copy, but it's a downstream of the original engine (and loads the original level files just fine), so the real game.
Interestingly, these Wasm ports are all about nostalgia games.
I sort-of wish we would live in 1998 (when HL1 was released). Less social network, a more creative internet, LAN parties, IRC / ICQ, easier new connections.
We now have tailwind / material UI, a locked-down Apple ecosystem, Photoshop with millions of nagging screens, centralized mega-corps like OpenAI, and the first bits of World War 3 where drones and robotics are made to kill people.
Misses a lot this free internet (though 1 USD / minute)
It's a bit janky owing to the vibe coding, but the basic functionality works pretty well. You need the original game data files to use it.
BTW IIRC there was some method to convert the 32-bit game binaries to make them run on recent macs. I remember doing it.
Are there any other architecture changes that are preventing 32 bits binaries from running? Does that also mean that old software no longer runs unless there is a 64 bit version?
In windows you can run x32 and x64 executables in a 64 bits machine
On Windows, this was is implemented as SysWOW64. WOW64 means Windows on Windows 64. It makes the userland emulation and pretends towards the process that everything around him (incl. drivers) are the 32-bit ones.
Source: Microsoft.
https://devblogs.microsoft.com/oldnewthing/20081222-00/?p=19...
Valve wanted steam to co-exist on the mac in the early days and John Sculley of Apple didn't want Apple to be seen as a gaming device or a "personal home computer". So they ceased contact with Valve and the rest is history. https://www.youtube.com/watch?v=lPTLPXNtb2I
Apple refused to license joysticks so they could prevent customers from considering early mac's as game machines and deliberately refused to support games on the machine. Myst was only few that were exclusive to the Mac; that they then ported to PC.
If you watch the YT video they go in to depth that they attempted to port the game and was axed by apple.
Is it, though?
How Hard Can It Possibly Be to just do a software GL renderer that emulates a mid-2000s Radeon, these days?
It's not about bypassing VPN or deep pack inspection, rather it's about how once anything, including a very complex video game (like here) to an entire OS with a host machine (like QEMU on WASM, or a random InternetArchive link about emulation) is "just" a Web page that can be hosted... on anything (including a 10 bucks Rasperry Pi Zero which can also be an AP, a phone obviously, heck even a e-cig!) then it doesn't matter what is "blocked" as it can be brought to anyone with no installation.
Is it technically illegal? Yeah, but Valve isn't losing out on any money, and there's no way they're going to risk the negative PR blowback they'd get for a takedown.
Besides, IP law is dead. The rise of AI made it pretty clear that you can steal literally anything without consequences.
Obviously. But it does kill the usual "piracy is bad because companies lose money" argument - especially for a 22-year-old game.
> Source available is not the same as open source.
Obviously. But it does show that Valve is more interested in preserving old genre-defying games for the general public, rather than milking every last cent of revenue out of it.
God, AI keeps making life better than I could've ever imagined!
So that makes it okay to pirate and steal games developed by your fellow indie game developers as well?
> Besides, IP law is dead. The rise of AI made it pretty clear that you can steal literally anything without consequences.
Try doing the same thing to Nintendo.
Even large companies like Anthropic were not going to risk going to trial and getting bankrupted of over $120B+ in damages in using pirated copyrighted eBooks for training. The best case was a settlement for $1.5B which that is a record settlement in copyright law.
Until they decide, we can't know if it's illegal or not - who knows, this site might have a license.
Of course, this is a lot more grey area for copyright violations etc because it's a civil matter.
Valve still owns the copyright to the game and just because they won't do anything now does not mean it is legal to redistribute it without their consent, especially when we know that the game is still being sold. [0]
They (Valve) reserve the right to enforce that and this site clearly does not have such a "license" and haven't disclosed as such. Why would you expect Valve to be in discussions with a 15 year old to redistribute the game for free?
So just say you do not know.
I don't think the parent comment is claiming it's legal, other than the (unlikely) chance that this is licensed, just that it's up to Valve to enforce and not really our concern. A lot of cool things (like the similar https://noclip.website/) are prima facie copyright infringement.
I think we can.
Because projects like this are free publicity and don't actually compete with the product sold on Steam.
Godot 4.x migrated to CoreCLR since Mono is a dead end, but Microsoft insists on .NET being the entrypoint in a WASM build. MS initially promised support for .NET being invoked by something else but dropped the feature, leaving Godot stranded. The current proposal is to make Godot a library (libgodot) invoked by .NET.
Single threaded audio is a big concern. I haven't implemented music in my game yet to know if it is a deal breaker.
The main problem that I have run into is shader compilation stutters on the compatibility render. Makes the game basically unplayable. My work around was to spawn certain objects on the main menu out of sight to force compilation. I believe the forward renderer has some pre-compilation.
I might state the obvious here, but static typing, null-safety, being able to refactor and such things make C# much much better for bigger games. Slay the Spire 2 has been made with Godot + C# and people have already decompiled and peeked under the hood (for example here https://www.youtube.com/watch?v=SpB4-W9L4ec) and imo it shows quite well how certain patterns simply require a more powerful language than GDScript or would at least be very painful and fragile to make in GDScript.
Your workaround for shader stuttering sounds quite hilarious :D I don't mean it's bad. It seems pragmatic in a good sense. But yeah, it's those limitations that pile up when making Godot target the web...
I wish we could spend as much time on native application development as we do on horribly crippled and slow browser application development.
Web technology is so non-sensical to me. "you can run an application without installing it!" Well, friend, installation is not required either, and we can deliver applications on demand, and we've done it before. "You just visit a page and you can program the macros on your keyboard!" Again, it's not like those applications are large; they could be delivered on demand if we wanted.
But we don't want that, do we? We want people to remain online under any circumstance, we desparately want their time, so we require that people be online if they want to program their microcontroller and they don't know how to do it without visiting the very convenient webpage.
If people spent 10% of the effort on native applications that they spent on web applications, we would be so much further advanced than we are now. If you're a developer, targeting the web is so seductive, so easy in comparison, that we all have to be online to do anything, now. We all have to run two dozen Electron apps because developers want to have an easy time at the expense of every user.
After that moment I switched to consoles.
Of course that assumes we maintain open access to compute that we've enjoyed for the last half century, and I doubt that very much.
Stallman warned about the dangers of software being closed [0] 30 years ago, and the majority of modern IT industry just laugh a that sort of stuff because you can't make a billion dollar startup with that attitude, but I think the restrictions on owning the hardware at all will probably come first.
Although possible with cpu power, I dont think you will ever get enough ram in a watch to run a decent local LLM.
I also dont think the high ram requirements for running them will come down at all.
Can't believe it runs as well as it does on my non-gaming laptop without even seeming to struggle. It's funny when you leave a hobby for a while. I haven't played games since the HL2 era so for me this is still state of the art.
I did say a couple of years ago that if HL3 ever came out, and it was good, that it would make me buy another gaming PC. But with current prices I don't even think that would make me do it.
Hard times at Valve, I suppose they’ll have to find more children to start gambling with them.
Text is notorious for not conveying context. Sarcasm can easily be seen as serious by some people, why is why we have the /s notation to make it obvious.
People aren't idiots, they come from different backgrounds, locations, languages, and all use English as a common tongue. Have some consideration and stop thinking you are so big and clever.
So is unregulated gambling but Valve doesn't care either lol
That's why corporations can get away with everything.