# Twtxt is an open, distributed microblogging platform that # uses human-readable text files, common transport protocols, # and free software. # # Learn more about twtxt at https://github.com/buckket/twtxt # # This is an automated Yarn.social feed running feeds v0.1.0@72e53a9 # Learn more about Yarn.social at https://yarn.social # # nick = phoboslab # url = https://feeds.twtxt.net/phoboslab/twtxt.txt # type = rss # source = http://www.phoboslab.org/log/feed # avatar = # description = # updated_at = 2023-08-10T14:17:36Z # 2021-12-20T14:14:00Z **The QOI File Format Specification**
Last month [I announced](/log/2021/11/qoi-fast-lossless-image-compression) a
_toy project_ called QOI — the _[Quite OK Image Format](https://qoiformat.org)_. It losslessly compresses
RGB and RGBA images to a similar size of PNG, while offering a **20x-50x**
speedup in compression and **3x-4x** speedup in decompression.

![QOI Logo](/content/assets/qoi-logo.svg)

With the help of countless passionate people on Github, we have refined some of
the rough edges and specified exactly what ... ⌘ [Read more](https://phoboslab.org/log/2021/12/qoi-specification) 2021-11-24T18:18:00Z **Lossless Image Compression in O(n) Time**
Introducing QOI — the _[Quite OK Image Format](https://qoiformat.org)_. It losslessly compresses RGB and
RGBA images to a similar size of PNG, while offering a **20x-50x** speedup in
compression and **3x-4x** speedup in decompression. All single-threaded, no
SIMD. It's also **stupidly simple**.

tl;dr: 300 lines of C, single header,
[source on github](https://github.com/phoboslab/qoi),
[benchmark results here](/files/qoibench/).

![QOI compression](/content/a ... ⌘ [Read more](https://phoboslab.org/log/2021/11/qoi-fast-lossless-image-compression) 2021-09-27T17:17:00Z **Q1K3 – Making Of**
This was my third time participating in the [js13kGames](https://js13kgames.com/) contest. I won in 2018 with [Underrun](/log/2018/09/underrun-making-of) and utterly failed to deliver any compelling gameplay with my 2019 entry [Voidcall](/log/2019/09/voidcall-making-of).

This year's theme was “Space” – I chose to completely ignore it and instead decided to pay tribute to one of my all time favorite games on its 25th birthday:

The original Quake from 1996.

[![Q1K3](/content/assets/q1k3.jpg)](/q1k3/)_ ... ⌘ [Read more](https://phoboslab.org/log/2021/09/q1k3-making-of) 2019-09-23T09:09:00Z **Voidcall – Making Of**
Like last year with [Underrun](/log/2018/09/underrun-making-of), I participated in this year's [js13kGames](https://js13kgames.com/) – a JavaScript game development competition with a file size limit of 13kb, including code, assets and everything else. My entry was [Voidcall](/voidcall), a Real-time Strategy game.

[![Voidcall](/content/assets/voidcall-screenshot.jpg)](/voidcall/)_[Play Voidcall](/voidcall/) – A WebGL Real-time Strategy game in 13kb of JavaScript_

Recently, I played the origin ... ⌘ [Read more](https://phoboslab.org/log/2019/09/voidcall-making-of) 2019-06-15T22:22:00Z **MPEG1 Single file C library**
If you want to play videos in a native app or game you basically have three options:

1. Rely on the API that the platform provides (e.g.`AVPlayer` on macOS & iOS)
2. Include a giant, multi-megabyte library like[ffmpeg](https://ffmpeg.org/) or all of [libwebm](https://github.com/webmproject/libwebm), [libvpx](https://github.com/webmproject/libvpx), [libogg](https://xiph.org/ogg/), and [libvorbis](https://xiph.org/vorbis/)
3. License[Bink Video](http://www.radgametools.com/bnkmai ... ⌘ [Read more](https://phoboslab.org/log/2019/06/pl-mpeg-single-file-library) 2018-12-16T17:17:00Z **Rewriting Pagenode**
Today I released [Pagenode](https://pagenode.org) – a project that I started 14 years ago. Pagenode began its life as a full-fledged Content Management System and now, after countless rewrites, became a simple library. Pagenode's journey mimics my own as a developer. Its current iteration expresses my desire for simplicity.

In 2004, after dabbling a bit with PHP and finally grasping MySQL I set out to build my own CMS. I previously looked at a lot of different CMSes on the market and found all of them to ... ⌘ [Read more](https://phoboslab.org/log/2018/12/pagenode) 2018-09-20T09:09:00Z **Underrun – Making Of**
I participated in this year's [js13kGames](https://js13kgames.com/), a JavaScript game development competition with a file size limit of 13kb, including code, assets and everything else. My entry was [Underrun](/underrun/), a twin stick shooter using WebGL.

[![Underrun](/content/assets/underrun.png)](/underrun/)_Play Underrun – A WebGL shooter in 13kb of JavaScript_

For this competition I set out to produce something with a dense atmosphere – which is inherently difficult to do with so little ... ⌘ [Read more](https://phoboslab.org/log/2018/09/underrun-making-of) 2018-05-03T07:07:00Z **Impact Is Now Free & Open Source**
My HTML5 Game Engine [Impact](http://impactjs.com) launched almost 8 years ago. The last update was published in 2014. While Impact still works nicely in modern browsers, it lacks support for better graphic and sound APIs that are now available. I felt increasingly bad for selling a product that is hardly maintained or improved.

So as of today Impact will be available completely for free, published under the permissive MIT License.

Impact's source is available on [gith ... ⌘ [Read more](https://phoboslab.org/log/2018/05/impact-is-now-free-open-source) 2017-02-02T10:10:00Z **Decode It Like It's 1999**
A few years ago I started to work on an MPEG1 Video decoder, completely written in JavaScript. Now, I finally found the time to clean up the library, improve its performance, make it more error resilient and modular and add an MP2 Audio decoder and MPEG-TS demuxer. This makes this library not just an MPEG decoder, but a full video player.

In this blog post I want to talk a bit about the challenges and various interesting
bits I discovered during the development of this library. You'll ... ⌘ [Read more](https://phoboslab.org/log/2017/02/decode-it-like-its-1999) 2016-05-27T16:16:00Z **Quake for Oculus Rift**
My Oculus Rift CV1 finally arrived last week, so of course I had to update my fork of the excellent Quakespasm engine for the new Oculus 1.4 API.

![Quake VR](/content/assets/quake-vr-ad.jpg)

While I was at it, I also fixed a number of bugs, included support for the Rift's headphones and the XBox One controller – I'd still recommend you play with mouse & keyboard, though. Controls are set up with reasonable defaults, but you can of course change everything in the options menu. There's also ... ⌘ [Read more](https://phoboslab.org/log/2016/05/quake-for-oculus-rift) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-02-02T13:13:00Z **Time Domain Audio Compression at 3.2 bits per Sample**
Audio formats typically fall into one of three categories: _“lossless”_,
_“complicated”_ or _“bad”_. After developing a
[simple image format](https://qoiformat.org/)
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is **lossy**, **simple** and **quite ok**.
Naturally, it's called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char ... ⌘ [Read more](https://phoboslab.org/log/2023/02/qoa-time-domain-audio-compression) 2023-04-25T14:14:00Z **QOA Benchmark Results and File Format Specification**
The specification for the _[Quite OK Audio Format](https://qoaformat.org)_,
announced in a [previous blog post](/log/2023/02/qoa-time-domain-audio-compression),
is now finalized. QOA is a lossy audio compression format. Typical audio
signals (44100hz, stereo) are encoded into 278 kbits/s, or more precisely 3.2
bits per sample – exactly 1/5 of the bits needed for an uncompressed WAV.

![qoa Logo](/content/assets/qoa-logo.svg)

The QOA-Specification [fits on a single ... ⌘ [Read more](https://phoboslab.org/log/2023/04/qoa-specification) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout) 2023-08-10T14:14:00Z **Rewriting wipEout**
The source code for the classic PSX launch title wipEout [was leaked](https://twitter.com/forestillusion/status/1508048268176990209) in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

[![wipEout](/content/assets/wipeout-wasm.png)](/wipegame/)_Thanks to WASM and WebGL [you can play wipEout right in your browser!](http://phoboslab.org/wipegame/)_

I'm not the only one who embarked on a path to r ... ⌘ [Read more](https://phoboslab.org/log/2023/08/rewriting-wipeout)