You Can Make Ps2 Games in Javascript
Key topics
Developers are abuzz about a new project that lets you create PS2 games using JavaScript, sparking curiosity about the potential for web tech in retro game development. As commenters dig into the project's details, they're riffing on the implications for emulation, cross-platform compatibility, and the democratization of game creation. Some are geeking out over the technical wizardry involved, while others are pondering the possibilities for reviving classic games or creating new ones with modern web tools. The thread is buzzing with excitement about the intersection of nostalgia and cutting-edge tech.
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- 01Story posted
Nov 21, 2025 at 11:42 AM EST
about 2 months ago
Step 01 - 02First comment
Nov 21, 2025 at 12:45 PM EST
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35 comments in 0-6h
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Step 03 - 04Latest activity
Nov 24, 2025 at 10:27 AM EST
about 2 months ago
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There's a lot of FOSS projects that have something written by him in their dependency chain.
[1] https://xkcd.com/2347/
I'm tired of this kind of argument from anti-AI folks.
"Why not pick up a pencil instead?"
What if illustration was never "art"? What if it was always just a rote mechanical skill and the art itself was what the person was trying to communicate?
Maybe the technical aspects don't matter. Maybe it's the message we're conveying, our taste, our curation, our unique lens?
Basically it's opening the tab and typing your thought vs speed running paint.
@sandermvanvliet what was the process and how long do you estimate it took you?
Personally it would take me awhile to find the template, the exact font and get the positioning just right.
I could make a crude one fast, and I've seen many crude versions of this meme. But matching the font is a bit more work, maybe there's a generator for it, but that's not paint nor do I know where it exists.
Can you prove that it'll take same amount of time for someone with
> My photoshop skills are near zero
to replicate the same level of quality as the generated image? From the looks of it, LLM managed to generate pixel perfect (or at least similar) font and probably took a fraction of a minute for the author to generate.
Unity has at least one experimental option that does exactly this.
Though I guess you could burn it to a disk anyway purely for the sake of authenticity.
https://news.ycombinator.com/item?id=45436166
https://news.ycombinator.com/item?id=45778448
The reason you see @dang link past submissions is so we can read previous interesting discussion, not to shame submissions that got no traction.
I'm wondering if there's a modern similar project that would allow writing Javascript Canvas games (WebGPU / WebGL) and publishing on Switch/2, PS5, and Xbox.
From my understanding, they explicitly disallow JITs so you can't just wrap your JS game with Electron / Node Webkit and use V8. I'm not sure if anyone has tried publishing a game using a V8-jitless electron fork - the sdks for consoles are under NDA so there's not really much written about it publicly & most games using Unreal or Unity don't deal with these things themselves.
PC, Mac, and even mobile are surprisingly easier here because you can just run the JS via electron or in a webview on mobile.
Here is a detailed blog post about the topic : https://www.radicalfishgames.com/?p=6892
They used Kha in order to port only the console versions, the desktop versions remained JS from my understanding: https://github.com/Kode/Kha which is built on top of Haxe. This works, but it also means not having a single codebase anymore which would be one of the benefits of a JS based system.
There are other options here - something like using an AOT JS compiler like Porffor, but from my understanding it's never been tested (and would probably be missing a lot of support to get it working - like shimming canvas & providing a WebGPU context that the compiled JS could execute against).
Longer explanation in the comments of TFA, but short version is that it was mostly "vibe-coded" using Gemini3 Pro instead of having to read the ISO9660 spec, which was also impressive to me.
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