Townscaper Running in the Browser

This page summarizes the projects mentioned and recommended in the original post on news.ycombinator.com

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  • engine

    Fast and lightweight JavaScript game engine built on WebGL and glTF

    PlayCanvas[0] is the probably the closest "web-first" solution compared to Unity. Used by lots of Snap Games & Instant Games. It's written in JS which means that it's way smaller ~350kB for an empty scene if I recall.

    [0] https://playcanvas.com

  • cavernos

    Retro fantasy terminal for building DOS-era ASCII games, powered by WebAssembly

    > It's written in JS which means that it's way smaller

    There's nothing inherently large about WebAssembly, it's just that most practical wasm demos bundle emscripten (essentially an entire OS's standard library) or another very heavy layer in order to interop between the JS and WASM world.

    As a bit of an experiment to see how small wasm could practically be with a minimal interop layer, I built this little project - the web demo is 90KB of JS + 70KB of wasm:

    https://github.com/jordwest/cavernos

    It was heavily inspired by this article which manages even smaller builds:

    http://cliffle.com/blog/bare-metal-wasm/

    There's a lot of room for improvement in terms of size optimisation in most projects, but it's still early days and for now most of them just bundle an OS compatibility layer to get things working quickly.

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    Less time debugging, more time building. Scout APM allows you to find and fix performance issues with no hassle. Now with error monitoring and external services monitoring, Scout is a developer's best friend when it comes to application development.

  • WaveFunctionCollapse

    Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics

    I didn't know that constraint propagation existed. Having a quick look it does look the same.

    In the in the original WFC(wave function collapse)[0] versions it always used an example of a completed output and generated all valid tile combinations from that. For a game this means that the developer can use hand made maps as examples for it to create new plausible maps. In the common vernacular WFC doesn't use this step and just directly either generates what combinations work or the devs manually decide what tiles can be next to others. Perhaps only the combination of both steps should be considered WFC.

    Just to guess I think this is probably a case of it being developed independently in different fields. It's good to have another name for it as I always hated it being called "wave function collapse" when that is a physics thing.

    [0]https://github.com/mxgmn/WaveFunctionCollapse

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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