Alternatives
Products that do what Continuum Game (68k Mac) Ported to JavaScript does
This was an interesting porting project for a few reasons (IMO): - The original game is/was awesome and, from a programming perspective, a wonder -- smooth scrolling arcade game on a 128kb Mac in 1984... - The port was done with a lot of help from AI (mostly Claude Code, but some Gemini CLI as well). I'm a programmer; it wasn't vibe-coded. But I couldn't have done the port of 68k assembly without it. FWIW, Claude seemed better at actually porting the 68k assembly but Gemini was better at finding bugs. YMMV. - I love Redux and Redux Toolkit for state management. For the port, I put the…
- 1AS
Hi HN! This is my first game — something I’ve always wanted to do. It’s a small browser game built with Phaser 3, React, and the phaser template (https://github.com/phaserjs/template-react-ts/). I made it in 2 days (like 8 hours in total real time) using gemini-cli. About 90% of the code was generated with AI, but I learned a lot by making fine tweaks. It only works on PC since it’s a typical WASD + R (reload) shooter. I’d love feedback on: - Gameplay (is it fun, too hard?) - Ideas for new features Thanks in advance! ps: I used cubes as a prototype, but now I kind of…
2025 · cubic-zombies.pages.dev
- 2IM
Try it at: ssh krnl.duetbrowser.com No sign up, totally free - no download. Let me know what you think. Prior art exists (brow.sh) but I wasn't satisfied with their graphical take. I wanted the raw, old skool terminal days of the early internet - BBS, and old green phosphor library comptuers - but running the modern web, with all the bells and jingle jangle whistles (JavaScript, etc). No funding, no VC, just 100% raw terminal fun. Not sure how long the demo will last, but try it out.
Jul 2026
- 3IV
It took me about a week to vibe code this 3D game engine with Opus 4.6 that I intend to use as a replacement for Three.js and React Three Fiber in my browser MMORPG, Mana Blade. I was not expecting to be able to reach that point so easily, but pretty much every feature took somewhere between 30 minutes and 1 hour - 1 to 3 prompts on average. It is vibe-coded in the sense that I haven't looked at the code, but I am very careful with my prompts and constantly have Claude reviewing the codebase, looking for performance and code quality improvements. It can reach 2000 draw calls on recent…
Feb 2026 · github.com
- 4IM
I'm the developer. Happy to share the process and learnings. Architecture: - Custom SoA ECS for cache-friendly iteration, zero allocations in hot loops. Benchmarked against bitECS/miniplex. - Process manager inspired by Game Code Complete's but data-oriented so processes are pure data, systems contain the logic. - Multi-field gravity with 5 types (point, parallel, segment, cylinder, convex hull) with spring-damped transitions between fields. - Rapier3D WASM with SIMD. Gravity-aware fake shadow system for playability. - WebGL 2 shared context between Three.js and Pixi.js. - Debug editor…
Apr 2026 · supertommy.com
- 5IV
So, I've never written a line of Rust in my life. I wouldn't know an `&mut this` from a mutandis. But I saw a tweet about a month ago that said, in this new era of AI, you'd be able to just take a library that you love, throw a TUI around it, and call it an app. So I spent about 200 bucks last month, here's what I came up with: Imbolc is a DAW that runs entirely in your terminal. It talks to scsynth over OSC and ships 58 instruments and 39 effects. VSTs are a work in progress, also GarageBand loops if you want to recreate "Umbrella". The codebase is about 60k? lines of Rust across 5 crates,…
Feb 2026 · github.com
- 6CA
Made this during COVID. I was into PICO-8 at the time and saw someone ported DOOM to it. I'm more of a text adventure guy, so I decided to port ADVENT. Basically I wrote a FORTRAN-to-Lua transpiler. The hardest part was figuring out what version of FORTRAN the source code was written in, finding a manual, cramming it into the limited cartridge space, but most of all, wrapping my mind around the data file format. Always admired Will Crowther for making this. Very fun project. I recorded myself during the whole process but I never posted a video. Future work maybe.
2024 · lexaloffle.com
- 7AF
Another Sunday afternoon project: add some pizzaz to your boring bare metal or virtual machine consoles! Written as a single Go binary; no dependencies. https://github.com/Fusion/modernfbv As usual, feedback please!
2022
- 8IM
Hello HackerNews, I'm Kaamkiya, the author of this program. It's a collection of minimal games made for terminals, like 2048, Hangman, and even two player games like pong. They're all text-based, but they can actually be quite fun. If you want to test it right now, you can do this: go run github.com/Kaamkiya/gg@latest I started this project out of boredom, honestly. I was bored, and when I'm bored I like to code or play video games. So I coded video games. I kept them really minimal though, because I'm not great at gamedev and thought it would be easier to contribute to text-based…
2024 · github.com
- 9VC
Hi HN! Lifelong avid gamer here, hugely passionate about WASM and WebGPU. I firmly believe that these technologies will enable console and PC quality titles to be accessible through a browser, and with this, we'll need a new discoverability layer. Looking online, platforms like CrazyGames and Poki cater to a casual/hypercasual demographic, and I couldn't find anything out there that was for me, a core gamer that typically uses Steam and consoles. So I vibe coded my own! It features WASM ports of classic games, as well as some indie Unity titles. The goal is to host mainly WebGPU titles…
May 2026 · gameghost.manus.space
- 10AW
I’ve spent the last few days prototyping a browser-based game engine stack designed for instant-load, "Roblox-for-Teens" style deployment. The goal is to lower the floor for AA indie devs who want high-fidelity physics and instant web distribution without the overhead of Unity or a heavy Godot export. The Stack Engine: A headless WASM/WebGPU implementation. I’m currently using custom flags and selective streaming to bypass standard browser memory and execution limits. Physics: I’ve ported Jolt (Guerrilla Games) but modified the solver to mimic the original Blam! engine (Bungie/Halo…
Jan 2026
- 11HL
Hello Hacker News! I’ve been working on a side project that ports the entire Source Engine to run in the browser using Emscripten. (Yes, the same engine that powered Half-Life 2, Portal, CSGO, and more.) It’s still a work-in-progress some features are missing and the launcher is in development but core engine functionality is up and running. I’d love feedback, ideas, or contributions. If you’re curious, feel free to check it out, star it, or open a pull request! Here's the link to the source code - https://github.com/OrbitaStudios/LambdaComplexSource
2025 · github.com
- 12IM
Hi HN, I’m one of the devs behind StarDesk, a P2P-first remote desktop we’ve been building for ~1 year. We started this partly out of frustration: some popular RDP tools haven’t seen meaningful updates in a long time, and long-standing issues are often left unaddressed. As devs, we really dislike software that stagnates once it “works well enough”. StarDesk is our attempt to do it differently. What we focus on: -P2P by default (relay as fallback) -Low RTT + low jitter > chasing max bitrate -Encoder / input path tuned for real-time interaction -Modern E2EE (TLS/DTLS) UX-wise, setup…
Jan 2026 · stardesk.net
- 13IM
Hi HN! Solo developer here. 10 days ago, I started building this after spending countless hours copying/pasting marketing sections and fighting to keep them consistent with our design system. I wondered: "What if AI could understand our design system and generate React components that actually match it?" Current progress (10 days in): - Can generate hero sections that follow your design tokens - Uses your actual component variants and styles - Works with Next.js, Tailwind, shadcn/ui It's very early days, but I'm excited to share it with other devs who: - Are tired of rebuilding…
2024 · robustlaunch.com
- 14YA
Hey HN, I'm a heavy Obsidian user. I recently got tired of the two usual sync tradeoffs: 1. File-based sync (iCloud/Dropbox/Syncthing) that leaves you waiting for changes to propagate, or hands you a "conflicted copy." 2. Self-hosted setups (like CouchDB) that need touching VMs and dockerized databases to sync markdown. So I built YAOS: a local-first, real-time sync engine for Obsidian. Self-hosting OSS should have better UX. You can deploy the backend to your own Cloudflare account in one click. It fits comfortably in Cloudflare's free tier (costing $0/month for normal…
Mar 2026
- 15SS
Hola HN! Long time lurker, sometimes commentor, first time poster here. I’ve been working alongside my two co-founders and a few colleagues on a project I’m excited (and a little nervous) to share with you all! Like many of us, I’ve lived a tortured existence with AI coding (is it vibes?) over the past few months - I think November was a big moment with this. But, one thing I’ve noticed after building orchestration layer after orchestration layer is that the thing I always came back to was “what the hell is Claude Code actually doing?” Perhaps it’s because of the time Claude Code got…
Jun 2026 · backplanes.com
- 16PR
MicroPython (lexer, compiler and VM) on the SNES: 3.58 MHz 65816, 56 KB Python heap, 16-bit int. The REPL runs right inside the post via EmulatorJS and also works on real hardware via flashcart. I did this as a benchmark for Claude Fable. When the export ban hit, switching to Opus got the project stuck for three weeks; Fable came back and found the real bug in ninety minutes. Along the way: 23 compiler bugs and 4 MicroPython bugs, each root-caused with a minimal reproducer and filed upstream. If you run it on real hardware, I want a picture!
Jul 2026 · fabian-kuebler.com
- 17IM
Hey HN! Thank you for all the support and feedback on my original submission 2 months ago. I've been improving the backend using a MCTS/AlphaZero approach and it's currently producing much better results. My long term goal is to allow users to manage multiple projects, deployed autonomously, both from scratch and by making continual updates all prompted with natural language. The cost of each project has been lowered to $9 as performance with smaller models has improved (I migrated from Claude-3-Opus to gemini-1.5-flash). Thanks for checking it out!
2024 · saas-quick.com
- 18CP
Hi HN, I've decided to port the original (non-super) Star Trek game to C since I wanted to try playing the original but wasn't able to find a lot of sources that run on modern machines. Therefore I based this port on Michael Birken's 2008 C# port. This is in contrast to the Super Star Trek game which was far more popular and has a number of sources available on the web. I took some hamfisted measures to allow the Web Assembly version of the game to be played on mobile as well, it's not very pretty but it kind of works. You can tap into the terminal to open your phone keyboard, then the…
2024 · busfahrer.github.io
- 19IB
Fully leaned into vibe coding this time around. Started on v0, at some point ejected into running locally (getting v0's exported folder to run locally was a challenge), then iterated with Cursor over the course of a few hours. Really neat how much can be accomplished just conversationally these days.
2025 · macrodata-refinement.arjit.me
- 20GE
Hi HN! Built a code-first game engine called OpenReality. No visual editor - you write games in pure code. features: - Pure code workflow - 400KB WASM exports (Unity: 200MB+) - Free and open source - full 3D rendering - multiple rendering backends github: https://github.com/sinisterMage/Open-Reality Happy to answer questions about the tech or implementation!
Feb 2026 · github.com
- 21WV
Hey everyone, my friend and I created a GitHub Wrapped video for developers to showcase their activity on the platform in a more fun way. The implementation is open-source (https://github.com/rendleyhq/github-wrapped-2024) if you're interested in how it was built. To get a bit geeky, we used masks, keyframe animations, luma key shaders to remove the background from the confetti video, and some other techniques. Also, everything is rendered directly in the browser!! I'm curious to hear your thoughts on the rendering performance, especially if you're running this on your…
2024 · rendley.com
- 22IB
Hi HN, I'm one of the engine programmers at All Out Games (https://allout.game/), a multiplayer-first gaming UGC platform where creators can make and play games with their friends. For scripting we wanted our creators to be able to jump in and create game mechanics without having to think about networking. If a developer had to manually send packets to/from client/server to get things to happen then we have failed. It is particularly bad if you are using AI tools because they struggle to keep in mind what code is meant to run where (client, server, or both) and…
Mar 2026 · docs.allout.game
- 23EC
I participated in the Nvidia + Vercel 2 hour hackathon in SF tonight, and built something I've wanted, but hadn't tried building. I implemented an MCP Server and VS Code extension to allow Claude Desktop to place breakpoints, step through code, and execute expressions (assuming language support). So you can ask it a question that requires actually stepping through the code and now it can actually do that - check values for you, etc. It's _definitely_ not perfect. Have improvements? Please make a PR!
2025 · github.com
- 24MA
Saw the remotion claude skills launch earlier, and honestly even though I was surprised how decent some of the results turned out to be I ended up never trying it out with claude code because I knew I'd have to setup remotion, bundler etc and if I was already doing it once I thought I might as well turn it into a site where anyone could just write messages and get a video without any prerequisites. I also know Claude Code is not something everyone has and setting up remotion is a pain. And one of the biggest lessons I learned from this whole experience is that Opus is actually not that good…
Feb 2026 · framecall.com
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