Comment by dandersch
7 hours ago
Technical reasons I know of:
- Support from major engines is still bad: Unreal Engine does not have web exports. Godot 4 does not support them when using C#. That only leaves Unity.
- While WebGL is mature, it's based on openGL es3, which is an ancient api/shading language with limited features. If you were previously targeting vulkan/dx12, now you have to restrict your feature set or find (costly) workarounds to make webgl support happen
- WebGPU could be a better fit, but support is still not ubiquitous (Firefox, Linux or older phones are especially bad)
- SDL_GPU (SDL3) still has no WebGPU backend
Unreal Engine 5 does support the web, albeit as a third party implementation (my company)
We spent the last several years building out a WebGPU RHI for UE5, along with tooling to make games load fast using asset streaming, while using less memory. We were recently featured by Gamesbeat.
You can read more about it below or check out our website:
https://gamesbeat.com/simplystream-unlocks-web-compatibility...
https://simplystream.com/
> Support from major engines is still bad: Unreal Engine does not have web exports. Godot 4 does not support them when using C#. That only leaves Unity.
Pretty dishonest to imply that C# is commonly used in Godot. The vast majority of games are Gdscript which exports to browsers perfectly