gardensofkadesh / homeworld Goto Github PK
View Code? Open in Web Editor NEWGardens of Kadesh: A WebAssembly port of Homeworld.
License: Other
Gardens of Kadesh: A WebAssembly port of Homeworld.
License: Other
The screen->atoms[index].pData is filled up with wrong values in feScreensLoad().
Might be an error in the .64 files or the loading in feScreensLoad()
Since I had to remove all multi-threading to get the engine work with emscripten multiplayer is probably completely broken even for native HomeworldSDL builds.
On top of that the changes to the universe update rate might also have a negative impact on the multiplayer code.
Am I being stupid here? Healing icon shows but if I left click, nothing happens.
Dragging a box similarly does nothing
We should have a start page which allows for selecting the demo version build and the full version build. Full version build can only be selected after full game assets have been updated to local indexeddb.
This does not happen in HomeworldSDL, I must have screwed something up. Maybe a gl clear/flush in the wrong moment.
This is probably related to the defaults set by the demo mixed with the defaults set by HomeworldSDL or the update.
Not all menu sliders are working:
These options are set in the Homeworld.cfg file
brightnessVal: this is the main (video) brightness slider. Not working.
Sound settings: Hitting the "Change" button causes game to crash.
Selecting different speaker options does not stick.
When I launch the game through browser, the audio is really distorted. I am playing through Microsoft Edge browser on Windows 11.
E.g. in the opening sequence the motherships engine flickers while it is still supposed to be off.
Compare with this recording of the opening sequence: https://youtu.be/1pAK767FfvE?t=304
As it is mentioned here I am unable to find a way to run Gardens of Kadesh in fullscreen mode. Is there a way to switch to fullsceen? If not, will it be implemented?
HiDPI displays (e.g. >= 4k) with high dpi scaling enabled causes the canvas to be not rendered at full native resolution. Hence the canvas content is upscaled and results in ugly blurriness.
The dynamic resolution changing code needs to take into account the dpi scaling and set the correct full native canvas resolution.
E.g. when starting a new single player campaign.
Since we can't control the mouse cursor position from inside a browser the way the 3d move command originally worked cannot be replicated. This causes the weird jump when issuing shift move commands in 3d.
Rendering ships with MeshObjectRender() is still the performance bottleneck despite using buffers. The buffers are regenerated on every frame which is definitely far from ideal. Cache and reuse the buffers as much as possible.
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