Vector Duel (GLFighters source port)
PlayablePC · 2026 · Fighting · Source port
Spar with a gold robot on an original arena. Practice close strikes, then face an attacking opponent.
Controls
| Click arena | focus keyboard / resume |
| A / D | move left / right |
| W | jump |
| R | close strike |
| T | block |
| Q / E | ranged action with a compatible tool |
| Shift + Z | change tool |
| Z / New round | restart native round |
| Opponent button | switch practice / attacking duel and restart |
| Pause / Resume | pause or resume |
| Stop | stop the native player |
About this build
Foundry Deck replaces original game media with independently authored block-robot meshes, action poses, pixels, glyphs, synthesized PCM and an arena. GLFighters native movement, combat, AI, health and round reset code drive the matches. This is a developer-released source port with original replacement content, not a decompilation, emulator, clean-room certificate or the original campaign. It requires no ROM or original game files and is intentionally silent.
- Built from
- David Rosen GLFighters gameplay via Will Daly SDL source port; native WebAssembly with real rebuilt gl4es rendering
- Type
- Source port
- Game files
- No ROM or original media needed. All upstream textures, models, motion, maps, font and WAVs excluded. Own generated PCM is present but not played by this silent edition.
- Code licence
- Author-permission-backed GLFighters MIT; own adapters MIT; separately retained gl4es/helper MIT/public-domain, SDL zlib/BSD, Emscripten MIT/NCSA, musl/individual math grants and LLVM/Khronos Apache notices. See bundled NOTICE.txt.
- Assets
- CC0-1.0 independently authored meshes, joint poses, textures/glyph pixels, arena/spawns, edition text and synthesized PCM. Native gameplay/procedural-effect algorithms retain code grants. System fonts are not bundled.
- Source
- wedaly/GLFighters-SDL ↗
What has been tested
Extracted corresponding-source native/renderer rebuild. Ordinary keyboard movement, actual jump/landing, three native practice wins and resets, one attacking-opponent loss, focus pause/input release, completed-round journal across full browser shutdown/new process, and Stop. Missing JS/WASM/data, absent WebGL and invalid journal handled. Site/production checks recorded separately; no original campaign, all modes or audible claim.
Last tested 2026-10-14 in Headless Microsoft Edge on Windows; muted. Full playthrough: not verified. How games are tested.
See the dated distribution and gameplay record.
Known limitations
- One independently authored robot arena, not retail GLFighters or all original features.
- Normal-input movement/jump/landing, three practice wins/retries and an attacking-opponent loss are tested. No full competitive playthrough or all weapon, camera/editor/debug modes are claimed.
- Keyboard, WebAssembly and WebGL required. Touch/controllers and other browsers/devices unverified.
- Local journal is not tamper-proof. Real quota exhaustion, crash/rapid-close and save migration unverified.
- Silent backend with video-only initialization; dormant SDL audio support remains linked. Audible playback unavailable/unverified.
- Portable source builds game and renderer; external SDK standard-library/SDL objects are not independently rebuilt. Conservative notice/header/template reference superset retained.
Saves
Completed practice/duel wins and losses and draws are stored in this origin/profile. Unfinished matches restart on reload; this is not a native world/map save. New round keeps the journal. Clearing browser site data erases it. Storage failure shows a message and leaves visit-only totals; no portable import/export.
Build and corresponding source
Compiled with Emscripten6.0.10 / SDL2 2.32.10 / rebuilt gl4es1.1.6; native game and renderer rebuilt from corresponding source; external SDK standard objects from revision 4dffdbd665767baae87bec749f18d689ab53c534.