by mbalex99 on 10/9/23, 2:02 AM with 6 comments
Browsers now have file system access and WebGPU. What would be the major limitations of what it could do compared to a native engine that runs as a desktop app like Unity or Unreal.
by clipsy on 10/9/23, 3:35 AM
by solardev on 10/10/23, 1:02 AM
Unity has a WebGL player, but I guess Unity is dead now.
Other WebGL projects are the Quake 1 and Quake 3 Arena games ported to the web: https://www.netquake.io/ https://openarena.live/
PlayCanvas is a commercial offering: https://playcanvas.com/explore
There's also a bunch of open-source Javascript game engines: https://github.com/collections/javascript-game-engines
Of those, BabylonJS seems pretty powerful for 3D: https://www.babylonjs.com/games/
Or PixiJS for 2D: https://pixijs.com/
Lastly, there's also my personal preference... game streaming via GeForce Now (https://www.nvidia.com/en-us/geforce-now/) or Luna (https://www.amazon.com/luna/landing-page) or Boosteroid (https://boosteroid.com/). They're like Stadia, but actually alive, and GFN in particular works really, really well. Way better than trying to render graphics locally on my Mac (the RTX 4080 is way more powerful than even the M2 Ultra, and cloud streaming means no heat or noise or battery consumption locally). I hope that, not clientside WebGL/JS, becomes the future of web gaming.
by dysoco on 10/9/23, 2:44 AM
[1]: https://docs.godotengine.org/en/stable/tutorials/editor/usin...
by MichaelEstes on 10/9/23, 4:23 AM
by ezedv on 10/9/23, 2:06 PM
However, the advantage lies in accessibility and ease of distribution. For complex, resource-intensive games, native engines like Unity or Unreal may still offer superior performance and capabilities, but browser-based engines can reach a broader audience with simpler games or interactive web experiences.
In case you need help or assistance with your project, feel free to contact us! https://www.ratherlabs.com
by 3crazyone on 10/9/23, 5:59 AM