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.
What HN saysHN links it as the home of a browser rebuild of Command & Conquer. A commenter notes the source is hand-ported JavaScript, not Emscripten output.
19HN people shared it
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Most-shared posts
- 1Command & Conquer in HTML5 with multiplayer8 people · 280 points · first shared 2012 · 111 comments on HN
- 2Command and Conquer – Programming an RTS game in HTML5 and Javascript3 people · 286 points · first shared 2012 · 63 comments on HN
- 3Prince of Persia – HTML52 people · 59 points · first shared 2013 · 39 comments on HN
- 4Commandos: BEL – Recreating the classic real time tactics game in the browser2 people · 9 points · first shared 2016 · discussion on HN
- 5“Commandos: Behind Enemy Lines” in HTML52 people · 5 points · first shared 2016 · discussion on HN
- 6Command & Conquer in HTML 51 people · 5 points · first shared 2012 · 2 comments on HN
- 7Cnc 0.6.4.js1 people · first shared 2012
What HN people wrote when they linked it
tholman · 2019-09-14
Late to the party, but worth throwing the browser rebuild of tiberium wars out there.
- https://www.adityaravishankar.com/projects/games/command-and-conquer/
iso8859-1 · 2015-09-08
C&C was already done: http://www.adityaravishankar.com/projects/games/command-and-conquer/
teamonkey · 2013-05-30
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-8859-1 · 2012-12-03
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/re…
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.