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v0.6.0: WebAssembly build with a WebGL backend (playable in the browser)
released this
2026-09-28 22:57:19 +08:00 | 10 commits to master since this release- ra3.webgl: a Web peer of Vulkan/Direct3D (SDL3 canvas + GLES3/WebGL2), with
2D blit and the GPU terrain raymarch; GLSL ES shaders; null fallback off
Emscripten. backend::webgl + default_backend() (webgl under Emscripten). - Emscripten toolchain + Dockerfile.wasm + scripts/build-wasm.sh; import std,
global -fexceptions, and Asyncify so the blocking frame loop yields to the
browser (display::sleep_frame calls emscripten_sleep). - apps/web/shell.html + apps/web/serve.py (Range-capable dev server).
- Assets: browsers forbid synchronous on-demand reads on the main thread (and
FS.createLazyFile / the WasmFS fetch backend are worker-only; SDL3's Emscripten
backend is main-thread DOM only, so the engine cannot run in a worker). The
wasm build therefore preloads a compact per-map set via OPENRA3_WEB_ASSETS. - New openra3 textures --map ID lists the loose terrain TGAs a map resolves to
(terrain::resolve_texture_files, shared with load_textures_from_dir). - Fixes: webgl heightmap used GL_R16 = 0x8229 (that is R8) -> upload rejected,
terrain flattened to water; now 0x822A. Logger uses a stdout console sink on
the web (stderr maps to console.error); a GL error check logs bad uploads. - CI: wasm image + build jobs.
Downloads
- ra3.webgl: a Web peer of Vulkan/Direct3D (SDL3 canvas + GLES3/WebGL2), with