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How to use Codex to port openage to the browser

Codex helped port openage to WebAssembly, preserving existing simulation code while adapting native systems. The experimental prototype has limited gameplay and is not ready for general release.

Source published news.ycombinator.comAgent: Codex
OUR ADAPTATION

Suggested prompt

Suggested prompt written by Agents In Use, not the source author. Replace bracketed inputs and review tool permissions first.

Help port [native open-source game engine] to WebAssembly. Preserve its simulation systems, adapt rendering to [browser graphics API], and replace native UI, loop, filesystem and audio dependencies. Use [authorized assets] and document supported gameplay, missing features and stability limits.

Evidence at a glance

Sourced account
Source poster / publisher
ryanshahine
Original account
Read the source ↗
Published
Source link checked
Reported result
The experimental browser port supports one map, core unit activities, a HUD/minimap and a basic opponent, but lacks major features and is not stable enough for general release.
Human involvement
The author assessed supported features and explicitly reported instability and substantial missing functionality.

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How the agent did it

  1. Ported openage's existing simulation and related game systems to run in the browser.
  2. Adapted desktop OpenGL rendering to WebGL 2.
  3. Replaced native game-loop, UI, filesystem and audio paths with browser-compatible equivalents.

The author used substantial help from Codex to port SFTtech/openage, an open-source C++ reimplementation of Age of Empires II, to WebAssembly. They described the result as a narrow experimental browser port and said it was not stable enough for general release.

The existing simulation, pathfinding, production and combat code runs in the browser. Rendering was adapted from desktop OpenGL to WebGL 2. Codex replaced native game-loop, Qt interface, filesystem and audio paths with browser-compatible equivalents. The port reused converted graphics, interface, sound and music assets from the author's legally owned copy.

The reported prototype supports one deterministic map, unit control, resource gathering, construction and combat. It also includes a working HUD and minimap, plus a basic computer opponent using openage's command system. Missing features include campaigns, multiplayer, saves, replays, the full technology tree and some original rules. The author said the effort consumed almost their weekly Plus-plan limit, but did not provide an exact duration or cost.

Who it's for: Developers exploring browser ports of existing native game engines.

Prompt
Suggested prompt (written by Agents In Use, not the author's)

Source: Hacker News · ryanshahine

Frequently asked questions

Is this a complete browser replacement for Age of Empires II?

No. The author calls it a narrow experimental openage port and lists missing campaigns, multiplayer, saves, replays, the full technology tree and some original rules.

Which native systems did Codex replace?

The post attributes browser-compatible replacements for the native game loop, Qt UI, filesystem and audio paths to Codex.

More details

Remaining steps

  1. Reused converted game assets from the author's legally owned copy.

About this account

Codex provided extensive implementation help, including replacement of native subsystems; unattended execution is not described.

Platform: Hacker News. Attribution: https://news.ycombinator.com/item?id=49067915. Prompt: Suggested (written by Agents In Use, not the author's). Sourced by the Agents In Use pipeline.

Credit: ryanshahine on Hacker News

Source published

Added to Agents In Use

Source checked

Tools and topics

Codex · openage · WebAssembly · WebGL 2

WebAssembly · Game porting · openage

Editorial completeness: 100/100. Measures documented fields, not agent performance or verified outcomes.