CSSQuake

(cssquake.com)

465 points | by msalsas 15 hours ago

43 comments

  • jedberg 11 hours ago
    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...
    • poisonfountain 11 hours ago
      This engine is not optimised for performance. It's using CSS, after all.
      • Insanity 11 hours ago
        Yeah this is a case of “not the right tool for the job”.

        It is awesome though.

      • jedberg 10 hours ago
        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.
        • culi 9 hours ago
          Decades of optimizing a toaster to make better toast will not make the toaster any better at making meatloaf
          • qmr 39 minutes ago
          • billfor 39 minutes ago
            We haven't had a toaster that makes better toast since 1997 (Sunbeam radiant control).
          • libria 7 hours ago
            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.

            • culi 1 hour ago
              I stand by my analogy.

              Both a toaster and an oven might benefit from improved electronics but in the end—whether its a toaster from the 60s or a toaster from 3008—you are still using a toaster to make a meatloaf.

              CSS is not remotely comparable to a game engine. It's not even a programming language.

            • matt_kantor 5 hours ago
              It'd be like if the IOT AI Smart Air Fryer had a constraint of only being allowed to use friction to create heat.

              CSSQuake uses an intentionally-absurd rendering pipeline. It's not surprising that the result is sub-optimal.

              (Though I agree that the meatloaf analogy is not very good.)

          • rustystump 9 hours ago
            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.

            • harrall 8 hours ago
              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?”

              • Akronymus 8 hours ago
                Id assume "a fun challenge" could be enough of a reason
    • amatecha 1 hour ago
      Err, strange, what browser? I'm using Firefox on a ThinkPad from 2018 running Linux, and cssquake was running at a smooth 60fps just now (and at 1080p resolution vs the 320x240 or 320x200 someone would likely be running on a P133)
    • jamal-kumar 9 hours ago
      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
    • jeroenhd 6 hours ago
      Zero issues on Firefox + Linux. Gnome Web is stuttery and weird, though. Must be a WebKit/Safari thing.
      • jedberg 6 hours ago
        Possibly, I did it on Safari. Trying it now on Chrome and it's fine.
    • DanielHB 10 hours ago
      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.
      • iamphilrae 10 hours ago
        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.
        • jklp 2 hours ago
          Yep 3dfx was a game changer. Was night and day on my 486 DX4 100 with and without
      • bluedino 9 hours ago
        Bare minimum for it being playable was a 486DX4 100MHz or similar, but with the floating point Quake really wanted a Pentium
        • Garlef 8 hours ago
          I played it on a Pentium with 60mhz - it was allright
      • bitwize 1 hour ago
        I ran it on a Pentium 60. If you stuck to 320x200 it ran fine.
      • MrFurious 6 hours ago
        I played quake in 486dx100.
      • lightedman 10 hours ago
        Quake ran on a P75 with 8MB RAM in DOS mode. Not the best but it worked at 320x200.
      • jedberg 10 hours ago
        It must have, because that's what I had in 1996 and I played it.
      • lizknope 7 hours ago
        Ran fine on my Pentium 90 with 16MB RAM
      • UltraSane 10 hours ago
        Quake ran well on my 100Mhz Pentium.
    • to11mtm 9 hours ago
      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.

    • api 4 hours ago
      Quake compiled in C will run insanely fast at 8K full resolution on an M1.
      • jedberg 2 hours ago
        You wouldn’t happen to have a pointer on where to get this version would you?
    • jonplackett 10 hours ago
      I think you’re missing the point
  • AzzieElbab 14 hours ago
    Awesome! Harder to exit than vim.
    • pgt 9 hours ago
      In case you want to view the menu, press Tab. Click outside menu items to resume game.
    • deskamess 12 hours ago
      how did you exit? because nothing seems to be working.
      • calgoo 12 hours ago
        Back button worked for me
      • ChrisClark 11 hours ago
        I pressed escape, then just closed the tab
      • axus 11 hours ago
        I pressed Esc key, click quit. And then closed the browser tab.
  • badsectoracula 11 hours ago
    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.
    • rofko 5 hours ago
      Hi there! Thanks for the report, buttons should work properly now.

      Regarding the game logic, the build step has a small JS extractor over QuakeC/progs.dat to generate JSON source facts: states, models, attacks, sounds, etc. The browser runtime is TypeScript and consumes those for Quake-ish gameplay.

    • slopinthebag 7 hours ago
      No it’s just the renderer. The game itself is Typescript.
  • jojogeo 12 hours ago
    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/

  • remix2000 13 hours ago
    It seems like this CSS Quake needs JS to run…
  • system2 19 minutes ago
    My dark reader was on, and half of the map was black, but I played the first level from my memory. Amazing stuff, thank you.
  • divan 13 hours ago
    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. :)
  • edwinjm 13 hours ago
  • sgt 13 hours ago
    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?
    • freakynit 12 hours ago
      .dog { display: float; }
      • skvmb 11 hours ago
        You win! I laughed way too hard at this. Boss man is now giving me the side eye.
    • amatecha 1 hour ago
      Damn, always gotta deal with these accursed z-index issues with CSS ;)
  • ulrischa 7 hours ago
    Though this is impressive, I think this is something that should not be possible with a declarative styling language
    • slopinthebag 7 hours ago
      Its just using CSS for the rendering, not the game logic.
  • glerk 8 hours ago
    Wow this is really awesome. Really really smooth. It's insane how after 25 years or so my muscle memory is still intact.
  • jacobgold 10 hours ago
    No light theme though?
  • gpderetta 13 hours ago
    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.

  • crimsonnoodle58 11 hours ago
    Amazing and impressive use of CSS. But at the same time, makes me appreciate what feat Carmack achieved 30 years ago on early Pentiums.
  • aggregator-ios 10 hours ago
    Wow, this is impressive. 60FPS, MacBook Air M1. I was instantly hooked and so much nostalgia.
  • elinear 7 hours ago
    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...

  • jdw64 11 hours ago
    I wish I could use CSS this well too
    • MattCruikshank 11 hours ago
      Don't worry, OP still can't center a div.
      • qingcharles 11 hours ago
        I was centering divs just fine, but now they took away Fable and I'm lost.
      • jdw64 11 hours ago
        I think I've finally found something in common between OP and me
  • stoobs 13 hours ago
    Seems like you get stuck on corners and it really doesn't like running up/down slopes, neat though.
  • boredemployee 10 hours ago
    I still play quake (world) to this day. I just can't quit it.
    • amatecha 1 hour ago
      Hell yeah, I still see it as the optimal arena FPS. The sequels add too much IMO. Quake 1 (QuakeWorld) was such a raw competitive arena shooter that is just pure action, no weird extra mechanics. Pick up items, get some health, shoot people. Q2/Q3 are totally fine too, but I feel like QW really just nailed everything.
  • ChrisArchitect 12 hours ago
    Show HN: from the dev (who's also in here, maybe a title update) https://news.ycombinator.com/item?id=48571117
  • criley2 13 hours ago
    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
  • joehabeebs 2 hours ago
    Really impressive
  • xyproto 8 hours ago
    Has science gone too far?
  • iandanforth 11 hours ago
    Crazy, such memories. Thanks!
  • rvba 8 hours ago
    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...!

  • kiyeonjeon 13 hours ago
    how long does it take to develop this game?
  • Snoopfrogg 11 hours ago
    This is dope.
  • vldszn 7 hours ago
    lowkey amazing!
  • Vaslo 11 hours ago
    But can it play Crysis?
  • alexb_ 12 hours ago
    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.
    • ekaryotic 11 hours ago
      have to shoot the elevator buttons in this, in the original you could move into them.
  • ronbenton 10 hours ago
    Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should
  • xenophonf 14 hours ago
    Every time I click in the window, the menu disappears. I tried both Firefox and Chrome.
    • rofko 5 hours ago
      Thanks for that report! It is hopefully fixed now.
  • AbraKdabra 2 hours ago
    Bro how tf.

    This is insane.

  • zuzululu 10 hours ago
    this is crazy i didn't know css could do this
  • cynicalsecurity 11 hours ago
    If this is what CSS has become, it means at some point its development went the wrong way.
    • senfiaj 11 hours ago
      It still needs JS. It just avoids using canvas and does DOM manipulation + CSS instead.
    • Rohansi 11 hours ago
      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.
  • buffer_overlord 15 hours ago
    is there no sound?
  • AndorinaAI 10 hours ago
    lol that's crazy. Good job.
  • cws_ai_buddy 2 hours ago
    [flagged]
  • ikari_pl 13 hours ago
    Wow, this will be a great project for the forever-upcoming VRML /s
  • formit34 10 hours ago
    [flagged]
  • thenthenthen 14 hours ago
    Wow