This is a project I'm working on to try to make WebAssembly game development more accessible and fun. Here are the key features:
* No Glue Code: If you've ever tried to write even a simple "Hello World" with WebAssembly before, you'll know it usually involves writing a bunch of JS and HTML glue. WASM-4 removes all of that, games interface directly with the system through a small API.
* Minimalist: Fantasy consoles force developers to work with limited resources. This makes them simple to learn, and easier to focus on finishing your game.
* Language Agnostic: Use any programming language, as long as it can compile to WebAssembly. Out of the box we currently support: AssemblyScript, C/C++, Rust, Go.
* Portable: WASM-4 is designed to run on any device that can execute WebAssembly, even outside of the web! We're planning a lightweight implementation written in C that will run even on a potato.
Physical gamepads are supported by memory mapping, the game itself doesn't know if the player is using a keyboard, touchscreen, or real gamepad.
I think if multiplayer will ever be supported, it should be abstracted in the same way. We might create a runtime for libretro, which could enable adhoc netplay "for free".
pjs is for filtering and transformation like awk/sed/grep, but it supports many different text-based formats and its programs are written in plain JavaScript.
Here's an example that converts a file to uppercase:
That opens the new terminal in the home directory, right? My keybind opens it in whatever directory I’m already in which I find handy in deeply nested projects.
I work for a company that primarily uses LOLCODE. I've been trying to convince my boss of the benefits of moving to Trollscript, so I wrote this Trollscript interpreter in LOLCODE: https://github.com/aduros/trollcat
* No Glue Code: If you've ever tried to write even a simple "Hello World" with WebAssembly before, you'll know it usually involves writing a bunch of JS and HTML glue. WASM-4 removes all of that, games interface directly with the system through a small API.
* Minimalist: Fantasy consoles force developers to work with limited resources. This makes them simple to learn, and easier to focus on finishing your game.
* Language Agnostic: Use any programming language, as long as it can compile to WebAssembly. Out of the box we currently support: AssemblyScript, C/C++, Rust, Go.
* Portable: WASM-4 is designed to run on any device that can execute WebAssembly, even outside of the web! We're planning a lightweight implementation written in C that will run even on a potato.