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Keyframetoday at 1:03 PM7 repliesview on HN

Runs in any browser, zero install.

Meanwhile: Error - The following features required to run Godot projects on the Web are missing: WebGL2 - Check web browser configuration and hardware support

This is on Chrome 148.0.7778.96 (Official Build) (64-bit) on Fedora 44, 14900K, 4090 RTX, 128GB RAM

35MB WASM which relies on browser, which relies on drivers and OS, AND it doesn't work as advertised. I get the point, but point was mistaken.


Replies

the_duketoday at 1:08 PM

This is often due to (privacy) extensions disabling canvas/webgl.

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GuB-42today at 1:57 PM

It is a common argument when sizecoding is discussed. "You say it is 64k, but I need a multi-gigabyte OS to run it...". 35MB can't hardly be called sizecoding, but that's the same idea.

It is true, but besides the point because we have no choice. It is not the 1980s anymore and we can't access the hardware directly on personal computers, vendors don't let us. Not that we would want to, for portability reasons. So we depend on abstraction layers, which are not particularly lightweight, and here, it is a working browser supporting WebGL2 and WASM. You simply can't have a game engine running on modern hardware without a software platform. For the sake of argument, we could imagine a lightweight (tens of MB or less) WASM bare metal platform with simple pixel pushing hardware.

mrpf1stertoday at 6:05 PM

Does a docker image not also require drivers, an OS, and the Docker Engine?

jdifftoday at 1:12 PM

WebGL2 has been supported in Chrome since 2017.[0] The last holdout, as is tradition, was Safari which gained support in 2021. MDN considers it "Baseline - Widely available."

[0] https://caniuse.com/webgl2

beanjuiceIItoday at 5:30 PM

"works on my machine"

devytoday at 5:42 PM

[dead]

flohofwoetoday at 1:14 PM

WebGL2 support on Chrome and Firefox is now nearly a decade old:

https://caniuse.com/webgl2

Only Safari was late to the party (2021).

No offense, but the problem is clearly with your setup.

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