←back to thread

1345 points philosopher1234 | 1 comments | | HN request time: 0s | source
Show context
astlouis44 ◴[] No.34634613[source]
For anyone interested in WebAssembly and the future of gaming in the browser - my team and I at Wonder Interactive are bringing the full power of native gaming to the web. We're building out a platform and suite of tools that allows developers to publish, host, share, and monetize their games directly to their players online, without 30% fees.

The current focus is on the Unreal Engine (4.24, 4.27) and UE5 support which is coming later this year. Other engines will follow such as Unity, Godot, Open 3D Engine, and custom engines we can provide porting for on our paid plans. We're building out a WebGPU backend for UE5, to really enable high end desktop and console quality games in HTML5.

Further reading, with demos attached:

https://theimmersiveweb.com/blog

replies(3): >>34634729 #>>34639025 #>>34663909 #
marginalia_nu ◴[] No.34634729[source]
Given the boundary condition that a web browser can certainly not allow a game to make more out of the hardware, that is, the best case is that in-browser gaming is equal to native gaming, and the probable case is that it's somewhat worse; what is the rationale between targeting a browser?
replies(2): >>34634774 #>>34648473 #
astlouis44 ◴[] No.34634774[source]
Portability and accessibility are the two big ones for players.

When games are a single click away, no dedicated client or launcher download required.... anyone can be a gamer.

replies(3): >>34635119 #>>34635350 #>>34637559 #
1. colordrops ◴[] No.34635119{3}[source]
Yes, an example is the .io games, which kids love to play, because they just go to the browser and load the page and they are playing with other kids, just like that. No installation, no setup, no network debugging, etc. These are simple games, but more advanced games would also benefit from nearly frictionless entry to the game.