+### Windows (Visual Studio 2019)
+
+Not recommended due to poor support for C standards, and lack of maintenance.
+
+DarkPlaces requires C11, so Windows SDK 10.0.20348.0 or later is needed.
+To install it, run the Visual Studio Installer, click "Modify", click "Individual components", type "Windows SDK" in the search box, select the latest Windows SDK and de-select older versions.
+You will also need "NuGet package manager" selected (to download SDL2 headers the first time you build).
+Click "Modify" to apply the changes.
+
+Open `darkplaces-vs2019.sln`, select build type (`Debug` or `Release`) and platform (`Win32` or `x64`), and choose "Build Solution" from the "Build" menu to create files `darkplaces-sdl2-vs2019.exe` and `SDL2.dll`.
+
+The Release build crashes. The Debug x64 build doesn't crash (but is rather slow) so this will be Fun for someone to debug.
+
+To get a build suitable for playing you'll need to use MinGW GCC, or download the autobuild from Xonotic (see above).
+
+
+### Web-Assembly (Emscripten)
+
+Note that this requires a linux device or WSL2.
+
+1. Install the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html#installation-instructions-using-the-emsdk-recommended)
+1. After activating and sourcing emsdk, compile DarkPlaces for wasm using;
+ ```shell
+ make emscripten-release
+ ```
+1. Copy `darkplaces-wasm.js`, `wasm/index.html`, and `wasm/autoexec.cfg` files to your web server
+1. Copy the Quake `pak0.pak` and any other files into the same web server directory
+
+For the standalone version (single HTML file containing engine and data):
+1. Before compiling, copy game data and .cfg files to the appropriate gamedir in `wasm/preload` (for example, pak0 from Quake would be in `wasm/preload/id1/pak0.pak`)
+1. After activating and sourcing emsdk, compile DarkPlaces for wasm using;
+ ```shell
+ make emscripten-standalone
+ ```
+1. To start DP you must click somewhere in the window!
+1. If you want to upload files into the game filesystem, use `em_upload` in the darkplaces console (upload to /save if you want it to save across restarts)
+1. To save the stuff you uploaded to /save, use `em_save` (note that if you embedded the game, you won't be able to save changes to `/save/games`)