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rofko

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CSSQuake 1 month 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.

CSSQuake 1 month ago

Thanks for that report! It is hopefully fixed now.

CSSQuake 1 month ago

You should be able to enable sounds with the M shortcut or through the Options menu.

Hi there! This is not trying to be a three.js replacement, scenes with huge polygon counts naturally should render in canvas.

For me, the interesting case is smaller low-poly or voxel scenes where loading a full 3D stack may be overkill, and where keeping the scene in DOM/CSS gives you easier integration with normal layout, styling, events, etc. Once you have the HTML, you don't even need to load the library to render a static model.

Also, part of the experiment is testing the browser’s limits and getting a clearer sense of where this approach works, where it breaks down, and what the tradeoffs are.

Cheers!

Thank you for the insight! I think rotating the tile images is key. Since I’m using CSS Grid for positioning, there are some limitations around overlap like the one you mentioned, but it should be solvable. I’ll keep working on it to bring it closer to the standard behavior.

Definitely! I'm planning for more landscape features for next versions. I think rivers will be a great addition, and waterfalls/rapids sound really interesting too. In the end it's a matter of adding a few classes and designing some sprites.

We offer some support for the previous version of the spec. In those cases you can add a media query to detect IE10+ and override some of the properties. It works well as a starting point for supporting the legacy grid. In our tests the positioning is working as expected, but the sizing units might need some tweaks.

For me the biggest issue with IE grid is the lack of support for auto-positioning of elements. If you don't rely on that for your design you can support IE10+ pretty well.

The code produces a standard way of defining grid-areas with line numbers, there is nothing poor or long winded about that. You can build grids in many ways.

Using a data-attribute is useful when you have overlapping areas, as one cell can't have two names at the same time. It is also essential for naming grid areas support in IE10+.

That being said, we will definitely add naming areas with grid-template-areas in a future version, alongside naming grid lines, which is also very useful for these layouts.