5/12/2026 at 1:03:12 PM
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.
by Keyframe
5/12/2026 at 1:57:48 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.
by GuB-42
5/12/2026 at 1:12:21 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."by jdiff
5/12/2026 at 1:08:07 PM
This is often due to (privacy) extensions disabling canvas/webgl.by the_duke
5/12/2026 at 3:49:28 PM
FWIW it was because chrome was running from flatpak (ironically).by Keyframe
5/12/2026 at 6:05:20 PM
Does a docker image not also require drivers, an OS, and the Docker Engine?by mrpf1ster
5/12/2026 at 1:14:38 PM
WebGL2 support on Chrome and Firefox is now nearly a decade old:Only Safari was late to the party (2021).
No offense, but the problem is clearly with your setup.
by flohofwoe
5/12/2026 at 2:07:25 PM
no offense taken. Of course it's my setup, even though it's vanilla setup on a new driver where driver and gfx do work. That's the thing illustrated here - it's always someone's setup somewhere outside of general case tested and "works on my machine". Then you get into all these setups and see variations and one day you decide for common libs to be shipped with your game (remember those MSVC installs?), then still same issues and then you decide to ship common runtime (like steam has), then you decide to ship hardware.. on more constrained (SLAs and whatnots) side it was the same thing and that's how we ended up with docker images.by Keyframe
5/12/2026 at 2:50:34 PM
> Then you get into all these setups and see variations...tbf, this is mostly a problem on Linux nowadays.
E.g. the MSVC runtime library thing had been solved since Win10 via the "Universal C Runtime".
by flohofwoe
5/12/2026 at 5:30:09 PM
"works on my machine"by beanjuiceII
5/12/2026 at 5:42:50 PM
[dead]by devy