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The PlayCanvas Super Splat tool is for editing gaussian splat PLY files.


When using PlayCanvas WebGL/WebGPU Editor right in your browser, now has an access to millions of SketchFab models within a few clicks. You can create games, configurators, XR apps and anything 3D on the web using this engine and tools.


Many native engines "can" compile. But really it is only experimental and commercially non-viable option. Unreal engine decided not to continue support webgl target. Unity lifted off "experimental" from webgl target, but really nothing changed - it is still huge build, crashes mobile, and development process for web in unity, simply awful. So it can compile, but commercially it can't compete with webgl-first engines on similar projects.


Thanks for the explanation, I simply get the idea now, so for a serious web based game, playcanvas would be the No.1 choice as of now?


What about Godot to wasm?


Check out on blog of released major features and releases on github for the engine. It is only growing.


How long ago that decision were made? PlayCanvas is still here, doesn't look like it is going anywhere. For many years it existed, many people resist, some don't. But business is still here. And community grows. Portfolio of commercial projects as well.


A bit over a year ago now, so at least that much time has passed. It looked like a very good product then, looks like a very good product now. When I spoke to their support I was actually helped out by their CTO so I always felt it was a pretty rooted place.

But, at that time it didn’t meet our requirements.


Engine and tools features, are identical for free and paid users. Same complexity games can be developed by both types of users. It is more direct support and quality of life features, related to larger teams and management are behind paid tier. But as any other business, PlayCanvas has to feed their families too.


I fully agree with you.


Indeed. But even more conceptually, web is very different platform. We don't download whole db of friends on facebook with their timelines to browse facebook. Why do we have to download all data from game projects, when we only need relevant one. So Unity has to provide way better solution for streaming content in order to compete with existing WebGL high-end projects, like Polaris vehicle builder.

And it's engine is way too monolithic indeed. WASM still feels like a big hack.

Epic recently admitted that experiments with WebGL and Unreal were fun, but they are not misleading customers that it is path they are going to go. They clearly stated that WebGL target for AAA engines, is not a way. And they are very right. Unity doesn't admit that. They know how big is Web platform. But they have to do something major to really get into web, as currently they only mislead customers with promise. But commercially, Unity WebGL - is not an option, 98% of time.


Can it do demo like in this topic. To load fast. Work fast. Even on mobile?

Every tool, engine, framework, has its strong and weak sides. That is why we have many options to choose from.


Please, try making similar demo in Unity, and publish it to WebGL, with mobile support. Currently Unity will not be able to do this.


You can make demo like this in Three.js already. Difference is, how much labour it takes.

None of existing WebGL engines offers real GI.


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