If we remember, we used to have HTML5 packaging where we could run our “project” from the browser. Which allowed it to run on an Android, tablet, PC—basically anything with a browser. That functionality was incredible.
There used to be a plugin for it. Could you bring it back from the trash?
Why? We’d forget about “cross-platform” in a sense.
While some backend admins may not think this can be cross-platform, they are completely wrong.
ue on html5 is not the best mix imho. at least until we have webgpu.
but even still ue is a high performance engine, so the overhead kills the meaning of the engine a ton.
you’d lose a ton of features.
there was a group of people that is working on html5 for ue on discord, but i can’t find the server anymore.
try searching for it.
I agree with webGPU, but it will still take years to have a final, clean implementation.
I also don’t know where the people working on it are. The important thing would be to look for a GitLab/GitHub repository that has that functionality and make a fork or contribute.
You can take a look at this, which seems to use webGPU:
it says “powered by simplystream” which makes me think it’s pixel streaming. hence no real usage of webgpu. it also does not work on my machine.
i haven’t heard if webgpu is a released standard yet.
i’ve worked with webgl for a while, (not with ue though) and it was such a pita that i find it hard to think webgpu will be a easy endevour.
imho ue for webgpu is not reasonable for epic. (i have several reasons but i won’t bore you with them).
but if people want to tackle than and do it, that might be nice.
there are a few projects in github already. github unreal html5 at DuckDuckGo
You can run all these projects on the website https://www.arcanemirage.com/; some of them are fine. Not all of them work really well.
It’s made with https://www.streampixel.io/
The problem with running a game on a server like Streampixel is that it consumes too many resources. Therefore, latency and synchronization… for that, GFN is better, a cloud game streaming tool.
The HTML5 extension, although a bit clumsy, worked quite decently, about 5/10. But it was enough (Even if some of the graphics we had previously implemented (shadows, lights…) were lost, it was enough.) to do a quick preview.