Run your favorite games everywhere with WASM: the BlazorDoom use case
summary
Fork of ManagedDoom compiles to WASM and swaps SFML for browser APIs so the original Doom engine runs in a canvas with audio via AudioContext, driven by requestAnimationFrame. About 70% C code is immediately compatible, the rest gets stubbed and reimplemented in JS glue. Gameplay hits 60 FPS on mobile browsers; continuous music uses queued one‑second buffers to avoid glitches. The result is a working browser Doom port built with .NET WASM tooling.
AI-written summary · about
chapters (8)
- 0:00Introduction and speaker intro
- 1:31What is WebAssembly
- 7:29Porting games with WebAssembly
- 12:11Choosing Doom for the port
- 16:07Game loop and browser adaptation
- 20:20Technical implementation details
- 26:46Live demo of BlazorDoom
- 29:14Next steps and conclusion
related talks
29mHow I Ported Doom to the Browser with WebAssembly
08m#BuildPropulsionLab at #DevoxxUK: @jbaruch with @yostane
56mFrom Hell to Heaven: Porting Doom to MAUI
56mFrom Hell to Heaven: Porting Doom to MAUI
24mFrom C to Ruby: Porting Doom
46mFrom Hell tp Heaven: Porting Doom to MAUI
54mSandbox Games: Using WebAssembly and C++ to Make a Simple Game
53mUsing WebAssembly to run, extend, and secure your .NET application
