I managed to make a WASM port of OpenBor.

pimax

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As you can see from this screenshot, this is the original BOR game running directly in browser.

I managed to make a WASM port integrated to the dockerbuild of the OpenBor repo.
Currently only using SDL (no opengl yet) and didnt test webm videos.
There are few caveats as you cant save files (game save and config). also a tiny sound issue when loading the game but I will try to fix it If i can figure why it happens.
I am clearly not a pro of the engine itself but if a WASM build is something you would like to have and are ok to maintain, I could do a PR after I am done doing some further testing or get feedbacks/help from Openbor devs.
There are just a few modifications needed to make the wasm port and all other builds would work like before.

I am currently building my own full game with all assets created by myself and I wanted to make it browser compatible so here you go.
Let me know what you think.
 
flawless on my computer (overkill computer), will try on mobile but i need to build controls for mobile first.
 
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@pimax OMG nice work where is the source code to this port ?
its currently just my own attempt to provide openbor devs with a repo PR to make this build official if this is something they are willing to support (I can try to help with that).
porting the engine official to wasm is not really hard as I could make it in a matter of days and WASM makes openbor accessible directly from web pages and mobiles.
You have to keep in mind that if you attempt to make openbor games available on the web, you should own all the assets or have the rights to publish it online or face the consequences of distributing something you don't have the rights for.
In regards of the engine itself, there is no IP issues like it was done for all various platforms before. A wasm port is a very good thing to promote new devs to make their own game as anyone with a computer (linux, macos, windows) or a mobile (android or ios) could play Openbor via a simple browser thanks to a wasm port.
I hope you will love this initiative. I am trying to get a PR to the repo but I wish I can get some feedbacks from official Openbor devs first if this is something they are willing to support.
 
I'm always a little apprehensive of new ports. The knee jerk answer is "no", because no matter what (NO MATTER WHAT), they always bite us in the butt. I will look into it some more and most certainly consider though. Looks pretty cool. :)

DC
 
I'm always a little apprehensive of new ports. The knee jerk answer is "no", because no matter what (NO MATTER WHAT), they always bite us in the butt. I will look into it some more and most certainly consider though. Looks pretty cool. :)

DC
honestly the modifications are minimal for this port, what took me most time (knowing that I had no prior experience in C at all) is to figure out how to prepare docker to build it, prepare a correct cmake for the port and very minimal modifications in the code itself to make the whole thing work with some #ifdef WASM ... so it doesnt impact any other build.
Would love to speak about it with you in DM or in the chat. This is my goal: make a completely free DOGE (yes DOGE or kabuso the famous dog) themed game because I love doge and this is my first ever full game that would prove that childhood dreams are possible, i can post a video of what i have done so far (full levels, chars, musics, sfx, enterily done by myself and not seen anywhere else ever, I am not re-using other games asset at all and its an important point here). But I want to make things right, all this is thanks to this opensource engine. My dream to make my game freely accessible would be crushed if I cant make it browser/mobile accessible.
 
I wish i could upload a video of what i am currently building, but it seems i can only provide images. so here you go, my game running in a wasm port and browser with flawless performances. all assets entirely built by myself (sounds, musics, characters, backgrounds), that even includes my own game "fonts" to make sure its fully legit.
I cant make this game possible if its not browser compatible, so i made the browser port too. I need help or at least feedbacks from openbor devs to help me make this possible. The game will be free from a single web link and playable on linux, windows, macos and mobiles.
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actually all I need, even if wasm port is not going to be supported officially (that's your decision and you have all rights to decide on that), is a guideline for me to know what I should put in the end game credits and how i can make the openbor license displayed somewhere in a webrowser game ?
 
You don't need my permission or intervention to make an original game - just do it. You won't be the first. :)

All we require is a splash screen like you see in most games saying Powered By OpenBOR.

@Kratus has a really slick one he's been sharing.

As for the rest, we'll talk when I get a chance. Summer is one of my busiest times.

DC
 
Another point that could help in supporting wasm for openbor is that godot, unity, unreal engines are all wasm ready with almost just a single "web build" clic.
All are game engines supporting web builds. The only thing I can think of that would prevent OpenBor devs to support it, is because a lot of games compatible with openBor are using licensed assets without consent. however, this is not Openbor responsability as you maintain an engine and not any assets. anyone could similarly make a game in unity, godot, unreal with assets they dont own, it would be the same story in the end.
It truly makes sense for a game engine to support a web builds today, and I prepared almost all the work for you and I promise its not that much at all because wasm is C compatible out of the box! Please consider it seriously 🙏
 
You don't need my permission or intervention to make an original game - just do it. You won't be the first. :)

All we require is a splash screen like you see in most games saying Powered By OpenBOR.

@krathas a really slick one he's been sharing.

As for the rest, we'll talk when I get a chance. Summer is one of my busiest times.

DC
thank you! please dont hesitate to send me a DM. when I get closer to finalise the game I would love to get quick feedback for the openbor mention.
I understand if supporting a new port is something that needs carefull thinking. If you want me to send a dev branch PR just let me know
 
@pimax

congratulations, aside from the sound problem, there is only one thing i am weary about.

it may not happen at all on the web version , but i have noticed that the wii versions of the engine and the dreamcast have a weird bug when characters block or do a run kick (have not tested on real hardware, only on emulation) - BUT since you mention that the code is almost identical, i am hopeful that the engine has no problems.

the emulatorJS devs might even help out with implementing netplay to this in the near future
 
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