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/
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.
This is a great showcase of both the PolyCSS library and CSS itself!
Source code: https://github.com/LayoutitStudio/cssQuake
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. :)
Is this a rip from https://github.com/NielsLeenheer/cssDOOM
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?
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.
Using the Inspector on it is awesome. You can select each map piece.
No light theme though?
Wow this is really awesome. Really really smooth. It's insane how after 25 years or so my muscle memory is still intact.
Though this is impressive, I think this is something that should not be possible with a declarative styling language
Amazing and impressive use of CSS. But at the same time, makes me appreciate what feat Carmack achieved 30 years ago on early Pentiums.
Wow, this is impressive. 60FPS, MacBook Air M1. I was instantly hooked and so much nostalgia.
Seems like you get stuck on corners and it really doesn't like running up/down slopes, neat though.
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...
I still play quake (world) to this day. I just can't quit it.
Show HN: from the dev (who's also in here, maybe a title update) https://news.ycombinator.com/item?id=48571117
Pretty fun to go into f12 and delete the enemy's face.
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
Has science gone too far?
Crazy, such memories. Thanks!
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.
how long does it take to develop this game?
This is dope.
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...!
Really impressive
But can it play Crysis?
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.
Every time I click in the window, the menu disappears. I tried both Firefox and Chrome.
lowkey amazing!
Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should
this is crazy i didn't know css could do this
If this is what CSS has become, it means at some point its development went the wrong way.
Bro how tf.
This is insane.
lol that's crazy. Good job.
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Wow, this will be a great project for the forever-upcoming VRML /s
Wow
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...