Of course, but you'd think after 30 years the compute power should be enough to overcome any lack of optimization. It's a testament to the engineering that went into the original Quake engine.
CSS is a general rendering solution, not something built for rendering 3D games.
And no one has spent any time optimizing 3D transforms to make a game workable because no one would be able to justify the use of their time like that. It wouldn’t even give you brownie points ‘cause most people would just ask “why?”
I noticed my cursor was continuously sliding upward first in Neal.fun's latest canvas multiplayer game and I experienced it here as well. Anyone else see this behavior?
And maybe a skill issue but I was unable to jump out of the slime...
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.
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. :)
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.
After leaving the first area to the bridge... was the sky really so close to the ground in the original game, or the old monitors made it look differently?
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
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.
The game logic here is running in JS. Only the rendering is handled by HTML and CSS. Is it really wrong that you can do this? All it requires is 3D transformation of elements.
This is an awesome achievement, but I can't help but notice that Quake ran smoother on my Pentium-133 PC in the 90s than it runs on my Mac M1 Pro...
This engine is not optimised for performance. It's using CSS, after all.
Of course, but you'd think after 30 years the compute power should be enough to overcome any lack of optimization. It's a testament to the engineering that went into the original Quake engine.
Decades of optimizing a toaster to make better toast will not make the toaster any better at making meatloaf
Is this the right analogy? The product is the same, the appliance is different.
It should be "Decades of inventions from toasters to IOT AI Smart Air Fryers will not make better toast than the original"
But I'd argue the IOT AI Smart Air Fryer should make really good toast. Which is what GP is saying.
I am on the ground. This is great.
Still, why css is as slow as it is given what tech like imgui can do is a little wild.
CSS is a general rendering solution, not something built for rendering 3D games.
And no one has spent any time optimizing 3D transforms to make a game workable because no one would be able to justify the use of their time like that. It wouldn’t even give you brownie points ‘cause most people would just ask “why?”
Id assume "a fun challenge" could be enough of a reason
Yeah this is a case of “not the right tool for the job”.
It is awesome though.
For what it's worth it works like smooth butter under Chrome on an M2, on Safari it's clunky and seems to clip alot
Either you had a Voodoo on your P133 or whatever the M1 is doing is having a bad time...
On my 7945HX this is plenty fast.
Wait, did Quack run on Pentium-133? I had a Pentium MMX 233mhz and I always assumed it didn't ran well so I never bother to get it.
If you had a 3dfx card it would run silky smooth on a Pentium-120 (what I had at the time)! Quake 2 ran pretty well too if I recall.
Bare minimum for it being playable was a 486DX4 100MHz or similar, but with the floating point Quake really wanted a Pentium
I played it on a Pentium with 60mhz - it was allright
Quake ran well on my 100Mhz Pentium.
It must have, because that's what I had in 1996 and I played it.
Quake ran on a P75 with 8MB RAM in DOS mode. Not the best but it worked at 320x200.
I think you’re missing the point
I noticed my cursor was continuously sliding upward first in Neal.fun's latest canvas multiplayer game and I experienced it here as well. Anyone else see this behavior?
And maybe a skill issue but I was unable to jump out of the slime...
Wow this is really awesome. Really really smooth. It's insane how after 25 years or so my muscle memory is still intact.
Awesome! Harder to exit than vim.
In case you want to view the menu, press Tab. Click outside menu items to resume game.
how did you exit? because nothing seems to be working.
Back button worked for me
I pressed escape, then just closed the tab
I pressed Esc key, click quit. And then closed the browser tab.
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.
This is the first thing I've seen on the intertubes for a /long/ time which genuinely makes me smile, thank you op.
Checked out https://cssdoom.wtf/ and loved it too, both are far lighter than current affairs. \o/
Has science gone too far?
It seems like this CSS Quake needs JS to run…
CSS does the rendering, the game logic is TypeScript.
No light theme though?
Is this a rip from https://github.com/NielsLeenheer/cssDOOM
Separate projects. Niels Leenheer who made CSS Doom has seen Agustin Capeletto's CSS Quake.
https://bsky.app/profile/html5test.com/post/3mok5febchs2g
And I think both have seen these much older handcrafted css3d engines
- https://pantel.is/projects/css3d/
- https://keithclark.co.uk/labs/css-fps/ (the original)
but quake and doom took it to the next level :)
The source appears to be <https://github.com/LayoutitStudio/cssQuake>
Wow, this is impressive. 60FPS, MacBook Air M1. I was instantly hooked and so much nostalgia.
Amazing and impressive use of CSS. But at the same time, makes me appreciate what feat Carmack achieved 30 years ago on early Pentiums.
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. :)
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.
I still play quake (world) to this day. I just can't quit it.
Very cool. I wonder what the limitations are? I see the dog I shot is floating in the air. Is that maybe a CSS thing or is it fixable?
.dog { display: float; }
You win! I laughed way too hard at this. Boss man is now giving me the side eye.
After leaving the first area to the bridge... was the sky really so close to the ground in the original game, or the old monitors made it look differently?
Also nice achievement...!
Seems like you get stuck on corners and it really doesn't like running up/down slopes, neat though.
Show HN: from the dev (who's also in here, maybe a title update) https://news.ycombinator.com/item?id=48571117
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
I wish I could use CSS this well too
Don't worry, OP still can't center a div.
I was centering divs just fine, but now they took away Fable and I'm lost.
I think I've finally found something in common between OP and me
But can it play Crysis?
Crazy, such memories. Thanks!
This is dope.
Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should
Then Tresspasser CSS next
https://en.wikipedia.org/wiki/Trespasser_(video_game
how long does it take to develop this game?
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.
have to shoot the elevator buttons in this, in the original you could move into them.
this is crazy i didn't know css could do this
Every time I click in the window, the menu disappears. I tried both Firefox and Chrome.
If this is what CSS has become, it means at some point its development went the wrong way.
It still needs JS. It just avoids using canvas and does DOM manipulation + CSS instead.
The game logic here is running in JS. Only the rendering is handled by HTML and CSS. Is it really wrong that you can do this? All it requires is 3D transformation of elements.
is there no sound?
Is there a way to produce sound using CSS?
Only screams.
Best. Comment. Ever
You should be able to enable sounds with the M shortcut or through the Options menu.
lol that's crazy. Good job.
Wow, this will be a great project for the forever-upcoming VRML /s
Wow