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Products that do what Porting Zelda Classic to the Web does

I spent the last two months porting Zelda Classic, a 20+ year old C++ Allegro program, to the web. If you're a fan of the 2D Zelda games, you'll likely find some very enjoyable games here. I also write at length about the process of porting a large C++ application to the web.

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    An interactive journey through 30 years of the web

    Mar 2026

  2. 2MA

    hi all, I've always wanted to make my own game, but couldn't afford a thousand-dollar adobe (flash+photoshop) license. I'm not a talented programmer, have no degree in CS. But I understand some elements of design. So I got me a copy of ImpactJS, and after about 5 months of steep learning curve (at least for me), I managed to come up with a game. I also integrated it with a highscore and badge system, similar to what you get at Kongregate. You need to login with Google/OpenID to earn badges/scores. link is: http://www.hotbazooka.com/privatejoe hope to hear some feedback/questions from you guys!

    2011 · hotbazooka.com

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    Integrate powerful web3 infra in your games in minutes

    2023

  4. 4MT

    It's been about 3 weeks since I dusted off the Multiplayer Tetris game that me and a buddy wrote A year ago and that's been collecting dust since then. A lot of after work and weekend hours have been pooring into the project since then, and I think it's about time to show the progress What's been done: - Preloading - Completely rewrote layout for desktop / tablet browsers using css3 :target. - Usage instructions added (one of the comments I got: "Yeah, it works, but how do I play?" ) - Sending all powerups to other users now works (click on another user's playfield to send powerup) - Game…

    2012

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  8. 8IP

    Site seems to be getting hammered, so here's a direct link to the demo: http://hildr.luminance.org/Lumberjack/Lumberjack.html

    2012 · luminance.org

  9. 9RA

    I wanted to have a framework that would let me build web apps faster than ever before. I didn’t care if it was a little hacky or didn’t use best practices — I wanted to be able to get a multi-user application out the door in hours instead of months. I researched the CMS space for months before deciding to build something from scratch. My goal was to be 90% done building a web app once I had the static HTML and CSS finished. I’m not a big fan of building out API endpoints over and over again for every new app, fiddling with a database, or doing lots of config. What I ended up with was a…

    2020

  10. 10HM
  11. 11RM

    About a year ago me and a buddy joined Google's HTML5GameJam, a game building hackathon. Finally I've had the time to dust the project off, upgrade some of the required libraries (node.js bumped from 0.4.2 to 0.8.11 in the meantime) and did some minor patching to get it done for some finishing touches and hopefully release somewhere this year. We implemented the full real Tetris® (yeah, that means T-Spins and funky stuff Tetris addicts like) in MVC, with configurable renderers (canvas, ASCII, Divs), input methods (keyboard, swipe, touch), 2player split mode and offline singeplayer. The…

    2012

  12. 12MW

    A place to learn and share html5/css3/js snippets. Its on a alpha/mvp stage right now. Let me know what you think. Http://html5snippets.com

    2011

  13. 13IR

    Hey HN, A few years ago, when I was working as a freelance web developer, there were many projects that used repetitive layouts and designs That's when I built my own collection of basic UI components like buttons and all. At that time, I was using CSS, so I styled my components using CSS. Later, I decided to open-source these components, and that’s when I created HextaUI After a few months, I found out about Tailwind CSS, so I decided to recreate all components with better design, modularity, and accessibility. This time, I also added animated components, not just base components. After…

    2025 · hextaui.com

  14. 14ZC
  15. 15WP

    This was my recent weekend project, aimed at teaching me JavaScript, a bit of HTML5, and (mostly) WebGL. The orbital data are from NASA JPL. I was inspired in part by this Flash app: http://www.dynamicdiagrams.com/wp-content/uploads/2011/04/orrery_2011_bce.swf, but wanted to do something in 3D. Coming from the games-dev world, this is my first introduction to web coding. The UI is jquery. I mostly used http://learningwebgl.com/blog for the 3D stuff. Being WebGL, it will work mostly on Chrome, Firefox 4 Beta. Forget about IE. I needed to figure out how to render text to the WebGL canvas - I…

    2011 · solar-system-explorer.com

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    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…

    Sep 2025 · continuumjs.com

  18. 18RD

    Hi There, We’ve all felt the nostalgia for classic DOS games like DOOM, Prince of Persia, and Duke Nukem. Unfortunately, running these games on modern systems is a hassle with often 10+ setup steps. To bridge that gap, I’ve built a platform that leverages DOSBox and JS-DOS to bring these beloved titles directly to the browser. Say goodbye to complex setups! This platform seamlessly emulates DOS games, letting you jump straight into the action. I'm eager for your feedback on emulation performance, game compatibility, and user interface. I’m currently beta testing and plan to integrate a light…

    2024 · weplaydos.games

  19. 19AM

    Hi everyone! I'm one of the developers behind this project. I wrote it with my two brothers, Daniel and Ricardo. For years the three of us have been curious about how multiplayer games work, which is why we decided to work on this project. Our goal was to gain a deep understanding of how different players can share the same 3D space, which is why we wrote our own tiny game engine instead of using something like Unity. We wrote the engine using C++ and OpenGL, and we then compiled it to WebAssembly using Emscripten so that it would run effortlessly on web browsers. We are really excited about…

    2022 · play.moonlightmuseum.io

  20. 20IV

    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

  21. 21IH

    Hello HN, I had some christmas free time over the last two weeks (Merry Christmas btw ;-)) and used that time to completely recreate the website of my app[1]. I used all the fancy new tools. I didn't know some of them when I started. What was my goal? * Pretty website * Blazing fast * Mobile first * SSR * Webp support * Generally all the best website practices (high lighthouse score) What did I use? * Tailwindcss (https://tailwindcss.com/) * Tailwind Components (https://tailwindui.com/) * React (https://reactjs.org/) * ViteJs…

    2021

  22. 22MF

    Progressive Web App, "Finding Nora": https://nora.now.sh/ It was also my first attempt at TypeScript + React. Preliminary conclusion: Getting started is a bit slower and the code more verbose, but refactoring become sooo much easier. And: Almost no need to reload and debug anymore. Once TypeScript is satisfied with my code it generally just works. Source code and more information can be found here: https://github.com/vnglst/finding-nora

    2018

  23. 23ZT

    Hi HN, I’ve been working on Zephyr3D, an open-source 3D rendering engine for the modern web, plus a visual editor that runs entirely in the browser. - Written in TypeScript - Supports WebGL/WebGL2/WebGPU - Comes with a visual editor that runs in the browser (no installation required) With the recent updates, a few things might be interesting to people here: Engine & rendering ------------------ - WebGL/WebGPU abstraction with a TypeScript API - PBR rendering - Cluster lighting & Shadow Maps - Clipmap-based terrain for large landscapes - Sky Atmosphere & Height-based fog - FFT…

    Nov 2025 · zephyr3d.org

  24. 24AQ

    Hello everyone! I've finally finished my latest side project - a RPG game made in Blazor. It started as a small project to learn some Blazor (I'm .NET dev but kept mainly to backend and ASP.NET). I had such a good time coding it that at some point I decided to make a full featured game out of it. I might've have bitten off more that I could chew as RPGs have so many systems and elements but overall I think it worked out well, especially for a single person project. I want to hop on the next project soon so any comments/questions/tips than can make me better really appreciated!

    2024 · whimsicalwyrm.itch.io

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