Scaffold vpinball-wasm: Emscripten port of Visual Pinball
CI / Build wasm engine (push) Failing after 3m30s
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Build scripts, CMake/source patches, npm packaging, and a Gitea CI
workflow to compile the real Visual Pinball engine (SDL3 + WebGL2 +
libwinevbs for real VBScript) to WebAssembly.

The patches are validated end-to-end: the patched engine boots in a
real browser, loads a real .vpx table, compiles its real GLSL shaders,
computes environment map radiance, initializes physics, and starts the
VBScript engine, before hanging on the one deliberately-deferred piece
of work (game loop rewrite around emscripten_set_main_loop), documented
in the README's roadmap.
This commit is contained in:
2026-08-22 14:30:14 +02:00
commit 0a63835689
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#!/usr/bin/env bash
# Serves dist/ locally for manual browser testing. No COOP/COEP headers are
# needed since this build is single-threaded (no pthreads/SharedArrayBuffer).
set -euo pipefail
ROOT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
DIST_DIR="$ROOT_DIR/dist"
PORT="${1:-8080}"
if [ ! -f "$DIST_DIR/index.html" ] && [ ! -f "$DIST_DIR/vpinball.js" ]; then
echo "ERROR: dist/ is empty. Run scripts/build.sh first." >&2
exit 1
fi
echo "Serving $DIST_DIR at http://localhost:$PORT/"
cd "$DIST_DIR" && python3 -m http.server "$PORT"