Alright, I'll try to (whenever I can) outsource the files + add hash verification (this PR is still low in the list, so I think I may find the appropriate time before an eventual merge).
PR #76
45 votes · 43 up · 2 down
Comments(10)
so this is green sign @ArnaudValette let's do it!
One more thing - the GPL concern in the PR is about doomgeneric (the engine), not Freedoom. External hosting keeps GPL code out of the repo entirely.
cc @ArnaudValette @amanbabuhemant
Doom in IE6. This is why the repo exists.
On the hosting question:
External - Simpler, but if that server goes down or serves different files, the feature breaks. Could add hash verification (SRI), but adds complexity.
Bundled - Reliable, but +33MB. Freedoom WADs are BSD-licensed ↗, so no license conflict - just need to include their copyright statement and credit.
Either way works.
@amanbabuhemant
I would like to think know what other people think of this (especially the author of this repository).
@ArnaudValette
the file size is only 32MB for doomgeneric.data and 1MB for doomgeneric.wasm, right?
well, I can host that on HTMLify ↗ (mine project) but if you have plans to update that in future, you can host by yourself on HTMLify so you can update in future.
if the file size is issue, can't we download it from somewhere at build/runtime ?
@amanbabuhemant there are two three possibilities :
- someone hosts the file for you
- you ask the user to provide a [free]doom.wad
- you host the file
- I don't know of any place that would provide such a niche and somewhat large file.
- I judge «Asking the user to provide the .data/.wad » less fun, but it could be a nice easter egg (you drag&drop an archive containing the files, and it triggers the game.
- The new solution would allow the files to be loaded only if the user demands it, which should limit the heavy load (even if that's still far from ideal).
It
- adds styling to fit #47
- makes the freedoom wasm instance togglable
Screenshots
if the file size is issue, can't we download it from somewhere at build/runtime ?
🤖 OpenChaos Bot
Summary: This PR adds DoomGeneric as a module, including a JavaScript file to handle asynchronous loading, filesystem creation, and data processing. It also includes binary data.
Files changed: 2 (public/doomgeneric.js, public/doomgeneric.data)
Impact: High - This appears to be a major feature addition, integrating a potentially complex and large game engine into the OpenChaos project.
⚠️ Large PR - partial review
All Activity(59)
Alright, I'll try to (whenever I can) outsource the files + add hash verification (this PR is still low in the list, so I think I may find the appropriate time before an eventual merge).
so this is green sign @ArnaudValette let's do it!
One more thing - the GPL concern in the PR is about doomgeneric (the engine), not Freedoom. External hosting keeps GPL code out of the repo entirely.
cc @ArnaudValette @amanbabuhemant
Doom in IE6. This is why the repo exists.
On the hosting question:
External - Simpler, but if that server goes down or serves different files, the feature breaks. Could add hash verification (SRI), but adds complexity.
Bundled - Reliable, but +33MB. Freedoom WADs are BSD-licensed ↗, so no license conflict - just need to include their copyright statement and credit.
Either way works.
@amanbabuhemant
I would like to think know what other people think of this (especially the author of this repository).
@ArnaudValette
the file size is only 32MB for doomgeneric.data and 1MB for doomgeneric.wasm, right?
well, I can host that on HTMLify ↗ (mine project) but if you have plans to update that in future, you can host by yourself on HTMLify so you can update in future.
if the file size is issue, can't we download it from somewhere at build/runtime ?
@amanbabuhemant there are two three possibilities :
- someone hosts the file for you
- you ask the user to provide a [free]doom.wad
- you host the file
- I don't know of any place that would provide such a niche and somewhat large file.
- I judge «Asking the user to provide the .data/.wad » less fun, but it could be a nice easter egg (you drag&drop an archive containing the files, and it triggers the game.
- The new solution would allow the files to be loaded only if the user demands it, which should limit the heavy load (even if that's still far from ideal).
It
- adds styling to fit #47
- makes the freedoom wasm instance togglable
Screenshots
if the file size is issue, can't we download it from somewhere at build/runtime ?
🤖 OpenChaos Bot
Summary: This PR adds DoomGeneric as a module, including a JavaScript file to handle asynchronous loading, filesystem creation, and data processing. It also includes binary data.
Files changed: 2 (public/doomgeneric.js, public/doomgeneric.data)
Impact: High - This appears to be a major feature addition, integrating a potentially complex and large game engine into the OpenChaos project.
⚠️ Large PR - partial review
Runs freeDoom
It
- runs a free version of doom (https://freedoom.github.io/ ↗)
- compiled to wasm with (https://github.com/ozkl/doomgeneric)
Screenshot
Problems
- Licensing (doomgeneric, freedoom) : GPL contagion
- doomgeneric.data file size.