I made a project a while back to port Minecraft's desktop version to the web and it runs decently-ish on a good computer with WebGPU (but takes a really long time to load)
This was functionally enabled by default by Minecraft being java, including the part where it was popularized by a java applet of a very early version.
There are business-level issues with web based AAA games, as I was alluding to before. Apple has a two-click payment system. If you failed a Candy Crush level and you needed to get up from the couch and get your credit card out of your wallet to buy more turns, no one would ever do it.
I made a project a while back to port Minecraft's desktop version to the web and it runs decently-ish on a good computer with WebGPU (but takes a really long time to load)
[1]: https://owlcraft.raymondjxu.net
Which, again, aren't Infinity Blade graphics.
Kudos on the work though.
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This was functionally enabled by default by Minecraft being java, including the part where it was popularized by a java applet of a very early version.
That ran well back in 2012 on shit hardware.
There are business-level issues with web based AAA games, as I was alluding to before. Apple has a two-click payment system. If you failed a Candy Crush level and you needed to get up from the couch and get your credit card out of your wallet to buy more turns, no one would ever do it.
One thing doesn't prevent the other, yet most Web 3D is hardly any better than Flash games, with worse tooling.
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