beyond-all-reason / beyond-all-reason/RecoilEngine
Feasibility assessment: wasm/WebGPU path for browser replay viewer?
- Dominant language
- C++
- Stars
- 679
- Forks
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- Merged PRs (30d)
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Description
Current engine/rendering code seems heavily tied to desktop OpenGL, while there are ongoing discussions about Vulkan/Metal/macOS renderer work (#2852, #2869, #2576).
I wonder whether a wasm build with WebGPU as a possible graphics backend could be worth considering as a long-term experimental target.
I do not mean full gameplay in the browser, or full LuaUI/widget compatibility, as an initial goal. I also understand that Recoil replays are not simple video recordings; accurate replay viewing may still require substantial engine simulation and game content support.
A narrower starting point could be browser-side replay tooling: metadata parsing, timeline/statistics extraction, or eventually a constrained replay viewer with built-in UI only. A first proof of concept could intentionally avoid rendering and focus on replay parsing or headless replay-derived data.
Would maintainers consider a small proof of concept in this direction useful, or is wasm/WebGPU too far outside current priorities?
Contributor guide
Research direction
Start by mapping the current engine/rendering code and replay-parsing path described in the issue, then assess whether a browser-side, non-rendering proof of concept is feasible. Done would be a maintainer-backed decision on a small wasm replay-tooling experiment, rather than full gameplay, LuaUI compatibility, or a complete viewer.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- wasm
- Domain
- computer-graphics, game-dev, web-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100