design VS noclip.website

Compare design vs noclip.website and see what are their differences.

design

WebAssembly Design Documents (by WebAssembly)

noclip.website

A digital museum of video game levels (by magcius)
Our great sponsors
  • SurveyJS - Open-Source JSON Form Builder to Create Dynamic Forms Right in Your App
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • WorkOS - The modern identity platform for B2B SaaS
design noclip.website
31 203
11,331 3,074
0.2% -
3.4 9.3
about 1 month ago 7 days ago
TypeScript
Apache License 2.0 GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

design

Posts with mentions or reviews of design. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-18.
  • WASM Instructions
    13 projects | news.ycombinator.com | 18 Feb 2024
    I should add, however, that the unmentioned elephant in the room is V8 JIT (TurboFan), which simply doesn't handle irreducible control flow. While there are some valid theoretical arguments around the current arrangement in Wasm, looking at the history of the associated discussions makes it pretty obvious that having V8 support Wasm and generate fast code similar to what it can do for asm.js was an overriding concern in many cases. And Google straight up said that if Wasm has ICF, they will not bother supporting such cases, so it will be done by a much slower fallback:

    https://github.com/WebAssembly/design/issues/796#issuecommen...

    AFAIK no other Wasm implementation has the same constraint - the rest generally tend to desugar everything to jumps and then proceed from there. So this is, at least to some extent, yet another case of a large company effectively forcing an open standard to be more convenient for them specifically.

  • Supercharge Web AI Model Testing: WebGPU, WebGL, and Headless Chrome
    2 projects | news.ycombinator.com | 16 Jan 2024
    https://github.com/WebAssembly/design/issues/1397

    > Currently allocating more than ~300MB of memory is not reliable on Chrome on Android without resorting to Chrome-specific workarounds, nor in Safari on iOS.

    That's about allocating CPU memory but the GPU memory situation is similar.

  • Build your own WebAssembly Compiler
    3 projects | news.ycombinator.com | 3 Dec 2023
    As far as I can tell (5 minutes of internet research) this was to allow easier compilation to JavaScript as a fallback in the days when WASM wasn't widely supported.

    "Please add goto" issue has been open since 2016:

    https://github.com/WebAssembly/design/issues/796

    Most interesting comment:

    > The upcoming Go 1.11 release will have experimental support for WebAssembly. This will include full support for all of Go's features, including goroutines, channels, etc. However, the performance of the generated WebAssembly is currently not that good.

    > This is mainly because of the missing goto instruction. Without the goto instruction we had to resort to using a toplevel loop and jump table in every function. Using the relooper algorithm is not an option for us, because when switching between goroutines we need to be able to resume execution at different points of a function. The relooper can not help with this, only a goto instruction can.

    > It is awesome that WebAssembly got to the point where it can support a language like Go. But to be truly the assembly of the web, WebAssembly should be equally powerful as other assembly languages. Go has an advanced compiler which is able to emit very efficient assembly for a number of other platforms. This is why I would like to argue that it is mainly a limitation of WebAssembly and not of the Go compiler that it is not possible to also use this compiler to emit efficient assembly for the web.

    ^ https://github.com/WebAssembly/design/issues/796#issuecommen...

  • Flawless – Durable execution engine for Rust
    7 projects | news.ycombinator.com | 25 Oct 2023
    When I implemented a WASM compiler, the only source of float-based non-determinism I found was in the exact byte representation of NaN. Floating point math is deterministic. See https://webassembly.org/docs/faq/#why-is-there-no-fast-math-... and https://github.com/WebAssembly/design/blob/main/Nondetermini....
  • Requiem for a Stringref
    4 projects | news.ycombinator.com | 19 Oct 2023
    > To work with GC, you need some way to track if the GC'd object is accessible in WASM itself.

    I've never heard of a GC with that kind of API. Usually any native code that holds a GC reference would either mark that reference as a root explicitly (eg. https://github.com/WebAssembly/design/issues/1459) or ensure that it can be traced from a parent object. Either way, this should prevent collection of the object. I agree that explicitly checking whether a GC'd object has been freed would not make any sense.

    > The reason why you probably need a custom string type is so you can actually embed string literals without relying on interop with the environment.

    WASM already has ways of embedding flat string data. This can be materialized into GC/heap objects at module startup. This must happen in some form anyway, as all GC-able objects must be registered with the GC upon creation, for them to be discoverable as candidates for collection.

    Overall I still don't understand the issue. There is so much prior art for these patterns in native extensions for Python, PHP, Ruby, etc.

  • The Tug-of-War over Server-Side WebAssembly
    12 projects | news.ycombinator.com | 24 Mar 2023
    Giving you a buffer that grows is the allocation approach I am talking about. This is not how your OS works. Your OS itself works with an allocator that does a pretty good job making sure that your memory ends up not fragmented. Because WASM is in between, the OS is not in control of the memory, and instead the browser is. The browser implementation of "bring your own allocator" is cute but realistically just a waste of time for everybody who wants to deploy a wasm app because whatever allocator you bring is crippled by the overarching allocator of the browser messing everything up.

    It seems like the vendors are recognizing this though, with firefox now having a discard function aparently!

    https://github.com/WebAssembly/design/issues/1397

  • How do Rust WebAssembly apps free unused memory?
    5 projects | /r/rust | 26 Feb 2023
    But researching it a bit I found this issue, so it clearly seems to be a problem for a bunch of people out there. And apparently both V8 and Spidermonkey have already addressed this quite recently, see this issue.
    5 projects | /r/rust | 26 Feb 2023
    Reading through this issue, at least for Unity, it seemed like a chicken-egg problem.
    5 projects | /r/rust | 26 Feb 2023
  • Hello World In Web Assembly
    4 projects | dev.to | 12 Feb 2023

noclip.website

Posts with mentions or reviews of noclip.website. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-01.
  • How We Crowdfunded $750k for a Giant Book about Keyboard History
    2 projects | news.ycombinator.com | 1 Feb 2024
    I know this is definitely not what you’re talking about because it’s a website and not a book but it’s a link always worth sharing https://noclip.website/
  • Decompilation of Paper Mario for N64
    8 projects | news.ycombinator.com | 12 Jan 2024
    As far as I know, yes.. Besides simple differences like register allocation, it's difficult to prove that your code behaves the same as the target if its nonmatching. It's also just really satisfying when you get a match.

    When doing standard reverse engineering, you might use something like Ghidra or Hex-Rays. This is what the developer of noclip.website [1] did to reimplement a lot of Mario Galaxy code, such as enemy AI.

    [1] https://noclip.website/#smg/AstroGalaxy

  • Quake Brutalist Jam II
    8 projects | news.ycombinator.com | 8 Nov 2023
    You might also be interested in: https://noclip.website/ (not quake maps)

    I also know https://www.halospawns.com/app used to have quake maps (dm6 at least), but can't find it now.

  • Noclip.website: A digital museum of video game levels
    4 projects | news.ycombinator.com | 7 Aug 2023
    https://noclip.website/#snap/1A;ShareData=AUsPn92;%5eVT:h=19... , or to hook up the first one to the second (although the system to signal between distant pokemon, which it probably uses, is mostly implemented). There are a few other instances of things that are supposed to be spawning conditionally which aren't handled yet, like extra lapras in the beach.
    4 projects | news.ycombinator.com | 7 Aug 2023
    They do not share a file format. If you look at the GitHub repo for this site (https://github.com/magcius/noclip.website) you will find parsers, etc. for every single game.
    4 projects | news.ycombinator.com | 7 Aug 2023
  • No clip map explorer?
    2 projects | /r/HiTMAN | 6 Jun 2023
    I am currently working on a project for which being able to view Hitman maps from all kinds of perspectives would be immensely helpful. Ideally I am looking for something like noclip.website or the Silent Hill Level Viewer https://www.moddb.com/downloads/silent-hill-level-viewer-202. I know that there used to be mods that allowed you to no-clip ingame but afaik those don't work anymore and while doing it in in active mission would be better than nothing I would prefer being able to look at static versions of the map like on noclip.website and in the SH Level Viewer.
  • Half-Life level maps arranged - Gordon covers a lot of ground. [OC]
    2 projects | /r/HalfLife | 3 May 2023
    thanks! noclip.website has many games available for exploring and flying around including HL1 and 2. with the camera controls you can set it to Ortho camera, and from there CTRL+WASD (i think) will move the level in fixed increments, meaning I could ensure the same angle and perspective for every piece because you can only load ~1/5 of a level at a time. so i just took screenshots of those and put them together in photoshop.
  • [Code Review] A Halo 1 map viewer for noclip.website!
    2 projects | /r/rust | 3 Jan 2023
    If you're not familiar with noclip.website, it's really cool site that uses WebGL to let users fly around video game maps, kinda like the old `noclip` cheat code. I recently wrote a noclip.website "scene" for Halo 1 (check out Silent Cartographer here) written in Rust/wasm, and would love a review: https://github.com/magcius/noclip.website/tree/master/rust/src/halo
  • Discussion Thread
    2 projects | /r/neoliberal | 29 Nov 2022
    I mean have web pages that do cool shit even if the assets take a little more time to load.

What are some alternatives?

When comparing design and noclip.website you can also consider the following projects:

webhl - WebHL is a fork of hlviewer.js that uses the File System Access API to load game assets direct from your computer rather than from a server.

sorbet - A fast, powerful type checker designed for Ruby

gpuweb - Where the GPU for the Web work happens!

TileMapEditor3D - Tile map editor 3D with 3D terrains

naga - Universal shader translation in Rust

crossword-composer - Constraint solver for word games.

wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.

bypass-paywalls-chrome - Bypass Paywalls web browser extension for Chrome and Firefox.

Frontpage - Dynamic ToS;DR CMS, used in our frontpage

hlviewer.js - Half-Life in WebGL

CyberChef - The Cyber Swiss Army Knife - a web app for encryption, encoding, compression and data analysis

content - The content behind MDN Web Docs