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Re:WebAssembly: The New Kubernetes? by astlouis44 on Friday January 21, 2022 @05:07AM (#30021488)
Agree 100% on gaming, which is why my team and I at Wonder Interactive are creating a suite of optimization tools and a hosting platform for Unreal Engine developers to to target the browser using WebAssembly, with WebGPU and WebXR support on the way for UE4 and UE5. We’ve already got some demos online that are really impressive despite only being WebGL 2 (OpenGL ES 3.0) for the time being. With WebGPU, it’ll enable desktop quality on par with what you’d except from Vulkan, Metal, or Direct 3D 12, except in Chrome, Safari, Edge, and Firefox.

The future of gaming and the metaverse is cross-platform and free of walled gardens, with developers empowered to distribute directly to their end users online without a middleman required. The reinvention and subsequent golden age of high fidelity 3D browser games will be upon us sooner than most realize.

Links for anyone interested:

https://www.theimmersiveweb.com/

Our Discord:

https://discord.gg/zUSZ3T8

Re:WebAssembly: The New Kubernetes? by manuelabeledo on Friday January 21, 2022 @05:44AM (#30021773)
> The future of gaming and the metaverse is cross-platform and free of walled gardens

Given that you mentioned Unreal Engine, why the web and not native?

I mean, this sounds like an awful lot of work to port something to the web, when it already runs in every platform.

Re:WebAssembly: The New Kubernetes? by Guidii on Friday January 21, 2022 @09:15AM (#30023734)
Perhaps because of the web's deployment model? Quickly getting from "interested in" to "running the game" might be a game-changer. (apologies for the unintentional pun)
Re:WebAssembly: The New Kubernetes? by have_faith on Friday January 21, 2022 @05:49AM (#30021806)
> free of walled gardens

How will it reduce walled gardens?

Re:WebAssembly: The New Kubernetes? by BlueTemplar on Friday January 21, 2022 @05:52AM (#30021834)
Well, the hardest in cross-platform has always been designing for different input / output devices (which usually fails, better stick to a single platform and do it well).

Another question : how, as a player, do you run a game like this offline, or run multiplayer when the game company servers have shut down ?