jedberg 1 day 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 1 day ago

    This engine is not optimised for performance. It's using CSS, after all.

    • Insanity 1 day ago

      Yeah this is a case of “not the right tool for the job”.

      It is awesome though.

    • jedberg 1 day 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 1 day ago

        Decades of optimizing a toaster to make better toast will not make the toaster any better at making meatloaf

        • rustystump 1 day 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 1 day 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 1 day ago

              Id assume "a fun challenge" could be enough of a reason

        • libria 1 day 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.

          • matt_kantor 1 day 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.)

          • culi 20 hours 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.

  • DanielHB 1 day 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.

    • lightedman 1 day ago

      Quake ran on a P75 with 8MB RAM in DOS mode. Not the best but it worked at 320x200.

    • jedberg 1 day ago

      It must have, because that's what I had in 1996 and I played it.

    • iamphilrae 1 day 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 21 hours ago

        Yep 3dfx was a game changer. Was night and day on my 486 DX4 100 with and without

        • DanielHB 11 hours ago

          Yeah I didn't have a 3dfx so I assumed the software renderer required a more powerful CPU

    • UltraSane 1 day ago

      Quake ran well on my 100Mhz Pentium.

    • bluedino 1 day ago

      Bare minimum for it being playable was a 486DX4 100MHz or similar, but with the floating point Quake really wanted a Pentium

      • Garlef 1 day ago

        I played it on a Pentium with 60mhz - it was allright

    • lizknope 1 day ago

      Ran fine on my Pentium 90 with 16MB RAM

    • MrFurious 1 day ago

      I played quake in 486dx100.

    • bitwize 20 hours ago

      I ran it on a Pentium 60. If you stuck to 320x200 it ran fine.

  • jonplackett 1 day ago

    I think you’re missing the point

  • to11mtm 1 day 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.

  • jamal-kumar 1 day 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 1 day ago

    Zero issues on Firefox + Linux. Gnome Web is stuttery and weird, though. Must be a WebKit/Safari thing.

    • jedberg 1 day ago

      Possibly, I did it on Safari. Trying it now on Chrome and it's fine.

  • api 23 hours ago

    Quake compiled in C will run insanely fast at 8K full resolution on an M1.

    • jedberg 22 hours ago

      You wouldn’t happen to have a pointer on where to get this version would you?

  • amatecha 20 hours 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)

  • itvision 13 hours ago

    Runs perfectly fine at over 60fps on my Intel Core 358H at roughly 2560x1600.

    Perhaps there's something wrong with your web browser. Try Firefox - it works beautifully there.

  • arendtio 2 hours ago

    Maybe try Firefox.

    Most of the time, things seem to be optimized for Chrome, but with this, I actually had the impression that Firefox ran a bit smoother, but I tested it on Linux.

jojogeo 1 day 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/

AzzieElbab 1 day ago

Awesome! Harder to exit than vim.

  • deskamess 1 day ago

    how did you exit? because nothing seems to be working.

    • calgoo 1 day ago

      Back button worked for me

    • ChrisClark 1 day ago

      I pressed escape, then just closed the tab

    • axus 1 day ago

      I pressed Esc key, click quit. And then closed the browser tab.

  • pgt 1 day ago

    In case you want to view the menu, press Tab. Click outside menu items to resume game.

badsectoracula 1 day 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.

  • slopinthebag 1 day ago

    No it’s just the renderer. The game itself is Typescript.

  • rofko 1 day 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.

remix2000 1 day ago

It seems like this CSS Quake needs JS to run…

  • zamadatix 1 day ago

    CSS does the rendering, the game logic is TypeScript.

  • rikschennink 1 day ago

    Maybe possible with https://lyra.horse/x86css/ ?

    • rebane2001 11 hours ago

      (author of x86css)

      Not possible, but it would be possible to reimplement Quake's logic and controls in CSS to have it run without JS. I was considering doing that for my next CSS crime project, though now that CSSQuake has hit the hn frontpage there is little point in doing so.

justaj 2 hours ago

If this is CSS only, then why does in need JS to run?

msephton 6 hours ago

This is a great showcase of both the PolyCSS library and CSS itself!

divan 1 day 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 1 day ago
sgt 1 day 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 1 day ago

    .dog { display: float; }

    • skvmb 1 day ago

      You win! I laughed way too hard at this. Boss man is now giving me the side eye.

  • amatecha 20 hours ago

    Damn, always gotta deal with these accursed z-index issues with CSS ;)

jdw64 1 day ago

I wish I could use CSS this well too

  • MattCruikshank 1 day ago

    Don't worry, OP still can't center a div.

    • jdw64 1 day ago

      I think I've finally found something in common between OP and me

    • qingcharles 1 day ago

      I was centering divs just fine, but now they took away Fable and I'm lost.

gpderetta 1 day 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.

koolala 17 hours ago

Using the Inspector on it is awesome. You can select each map piece.

glerk 1 day ago

Wow this is really awesome. Really really smooth. It's insane how after 25 years or so my muscle memory is still intact.

ulrischa 1 day ago

Though this is impressive, I think this is something that should not be possible with a declarative styling language

  • slopinthebag 1 day ago

    Its just using CSS for the rendering, not the game logic.

crimsonnoodle58 1 day 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.

stoobs 1 day ago

Seems like you get stuck on corners and it really doesn't like running up/down slopes, neat though.

aggregator-ios 1 day ago

Wow, this is impressive. 60FPS, MacBook Air M1. I was instantly hooked and so much nostalgia.

elinear 1 day 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...

boredemployee 1 day ago

I still play quake (world) to this day. I just can't quit it.

  • amatecha 20 hours 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.

    • boredemployee 8 hours ago

      Yes. Quake 3, "rebranded" as Quake Live, is the second best for me. I can play both for hours.

criley2 1 day 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

casey2 10 hours ago

Pretty fun to go into f12 and delete the enemy's face.

xyproto 1 day ago

Has science gone too far?

system2 19 hours 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.

kiyeonjeon 1 day ago

how long does it take to develop this game?

rvba 1 day 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...!

Vaslo 1 day ago

But can it play Crysis?

alexb_ 1 day 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 1 day ago

    have to shoot the elevator buttons in this, in the original you could move into them.

xenophonf 1 day ago

Every time I click in the window, the menu disappears. I tried both Firefox and Chrome.

  • rofko 1 day ago

    Thanks for that report! It is hopefully fixed now.

vldszn 1 day ago

lowkey amazing!

zuzululu 1 day ago

this is crazy i didn't know css could do this

cynicalsecurity 1 day ago

If this is what CSS has become, it means at some point its development went the wrong way.

  • Rohansi 1 day 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.

  • senfiaj 1 day ago

    It still needs JS. It just avoids using canvas and does DOM manipulation + CSS instead.

AbraKdabra 22 hours ago

Bro how tf.

This is insane.

ikari_pl 1 day ago

Wow, this will be a great project for the forever-upcoming VRML /s

  • perilunar 13 hours ago

    Well, Quake and VRML were contemporaneous, but VRML was a plugin in the browser — it was never as fast as Quake, and not intended as a game engine, though there were many worlds and models built in VRML that were at least as detailed as the Quake maps.