Thanks for the comments, Jukka! The demo is just something that i threw 
together, i still have to improve it in order to make a better experience. 
Asset loading, for example, can be improved by using the "modular" approach 
taken by id when loading PK3's.

On Sunday, June 14, 2015 at 12:13:13 PM UTC-3, jj wrote:
>
> Really cool, and works nicely and fast on my Macbook Pro!
>
> One thing I'd ask is that the game would not immediately transition to 
> fullscreen mode when user presses a key on the keyboard. That feels a bit 
> confusing, and sometimes one would just like to quickly try it out in 
> windowed mode. Doing a pointer lock on mouse click/focus activation to 
> capture mouse for relative mouse mode movement sounds like it should be 
> enough.
>
> Great job there!
>
>    Jukka
>
>
> 2015-06-12 22:46 GMT+03:00 Klaus <[email protected] <javascript:>>:
>
>> So, i have finished this port based on the original inolen port, but 
>> using a more up-to-date emscripten SDK and renderergl2: 
>> https://github.com/klaussilveira/ioquake3.js
>>
>> The basics work: input, asset preloading and renders well across 
>> browsers. I'm planning to drop LEGACY_GL_EMULATION by writing a new 
>> renderer, based on renderergl2, but 100% OpenGL ES compatible. However, i'm 
>> dying to implement WebRTC on this, it feels like an incomplete port without 
>> multiplater. It's Quake 3, after all. I would love some help from other 
>> developers with WebRTC experience willing to contribute to the project. :)
>>
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