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    Aditya Ravishankar

    adityaravishankar.com · Personal blog · on HN since 2012

    Aditya Ravishankar builds browser versions of classic games, such as Command & Conquer, Prince of Persia and Commandos, in HTML5 and JavaScript.

    Visit blogHN submissions
    GamesWeb DevelopmentRetro Computing
    What HN says

    HN links it as the home of a browser rebuild of Command & Conquer. A commenter notes the source is hand-ported JavaScript, not Emscripten output.

    Stats for nerds
    19HN people shared it
    14linked in comments
    644story points
    Sep 2019last shared
    2012people per year2019

    Top posts on HN

    1. 1
      Command and Conquer – Programming an RTS game in HTML5 and Javascript
      3 people · 286 points · first shared 2012 · 63 comments on HN
    2. 2
      Command & Conquer in HTML5 with multiplayer
      8 people · 280 points · first shared 2012 · 111 comments on HN
    3. 3
      Prince of Persia – HTML5
      2 people · 59 points · first shared 2013 · 39 comments on HN
    4. 4
      Commandos: BEL – Recreating the classic real time tactics game in the browser
      2 people · 9 points · first shared 2016 · Discussion on HN
    5. 5
      “Commandos: Behind Enemy Lines” in HTML5
      2 people · 5 points · first shared 2016 · Discussion on HN
    6. 6
      Command & Conquer in HTML 5
      1 person · 5 points · first shared 2012 · 2 comments on HN
    7. 7
      Cnc 0.6.4.js
      1 person · first shared 2012

    What HN people wrote when they linked it

    • teamonkeyMay 2013

      Yes, there is definitely a disparity between native code and Javascript running in the browser. Yes, different browsers have different performace bottlenecks, and yes, different hardware configurations and GPU also have a huge impact.

      On the other hand, you're talking about having problems recreating games that ran on 16Mhz CPUs with 1MB of RAM, which makes me somewhat sceptical.

      I don't mean to be disparaging, but I expect that there's something in your main game loop that is killing your performance, and that even if you ported it to asm.js or C++ you would still have the same bottlenecks (perhaps masked better on modern hardware by the better native performance).

      As a counter-example, a reasonably complete and functional HTML5 port of a game from the 90s:
      http://www.adityaravishankar.com/projects/games/command-and-conquer/

    • iso-8859-1Dec 2012

      Ravi Shankar (a multi-talent it seems :P) ported it by hand, I think. Check out the source: http://www.adityaravishankar.com/projects/games/command-and-conquer/release/cnc-0.6.4.js

      Doesn't contain anything I connect with Emscripten (stack and heap references). Actually, not even the object fields names have been obfuscated! It is quite readable. But I'd feel bad minifying a port of a game I don't own, too. Maybe that's why.

    • tholmanSep 2019

      Late to the party, but worth throwing the browser rebuild of tiberium wars out there.

      - https://www.adityaravishankar.com/projects/games/command-and-conquer/

    • iso8859-1Sep 2015

      C&C was already done: http://www.adityaravishankar.com/projects/games/command-and-conquer/

    • ygraMay 2014

      http://www.adityaravishankar.com/projects/games/command-and-conquer/

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