Heroes of Might and Magic in the Browser: Long, Difficult and Incredibly Interesting
summary
A browser port of Heroes of Might and Magic is described, covering concrete engineering solutions used to turn three years of evening work into a playable demo. Techniques include a C-based converter to read original HMM map files, three-layer canvas rendering with layered drawing and spatial trees for culling, flattening arrays for a 47% memory/speed gain and a bit-shift power-of-two trick giving ~62% speedups, promise-based animation to avoid setTimeout jitter, and practical approaches for handling on the order of 9,000 objects.
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chapters (11)
- 0:00Introduction
- 4:20Game structure basics
- 10:02Parsing HommTTS maps
- 15:12Rendering optimization
- 23:26Memory storage optimization
- 31:14Event management
- 35:13UI responsiveness
- 41:00Pathfinding algorithms
- 46:19Three-year summary
- 48:40Browser demo
- 50:32Q&A
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