~/talk

Run your favorite games everywhere with WASM: the BlazorDoom use case

Talkat Devoxx Belgium 2024 · 2024-10-07..10-11· [webassembly, game-development]
slides:none on file

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

  1. 0:00Introduction and speaker intro
  2. 1:31What is WebAssembly
  3. 7:29Porting games with WebAssembly
  4. 12:11Choosing Doom for the port
  5. 16:07Game loop and browser adaptation
  6. 20:20Technical implementation details
  7. 26:46Live demo of BlazorDoom
  8. 29:14Next steps and conclusion
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