Yep, pretty sure that is what companies like Dylibso are working towards, making software into modules underpinned by plugins that are powered by WASM:
Cropout: After being stuck at 0% for a long while and 1200 network requests, it loads to a menu with a black background and will start a game but only UI elements show up. Seems to have a lot of errors parsing shaders, as well as a few other miscellaneous errors.
Car configurator: Several errors while at 0% (never loads), the first among them being `[223402304]: MessageBox type 0 Caption Message Text Game files required to initialize the global shader and cooked content are most likely missing. Refer to Engine log for details.`
I would concur with others that you should at least test this in Firefox before advertising it here.
IMO This is why Unreal (and Unity) for web is just not a good fit. Most games made in those engines use 100s of megs of assets. You download the 100-500meg file, to your hard drive, then run the game. That's not the web.
To be good on the web requires designing your game to start immediately with the minimal amount of downloaded. Maybe stream some stuff in the background but be playable immediately. AFAICT neither Unreal nor Unity do that by default. You can maybe coerce them to do it but most devs don't. As such they get these bad experiences when they try to put their creation on the web
Sorry to hear that! I will say that usually if you wait long enough, it will eventually load. Try popping open your dev console sidebar, you should see assets downloading over the network.
If it does crash, you'll be able to see why. I'd be interested in seeing any bug reports if you do fine some, we're always squashing bugs over here!
Android Chrome on Pixel 7a: "cropout" just shows 0 % loading bar2, "car configurator" has loading bar go up to 97 or 98 %, but then also doesn't continue.
That's true, but it should detect it and display a message that says there is no WebGPU support. The loading bar makes it seem like it will eventually load.
Blog posts in the form of "Here are the technologies making it possible to bring modern native gaming to the web" have been around for a long time, and that's probably the sort of thing they're referring to.
In 2015, Unity 5 was released with WebGL support. Engine support for having the Web as a target certainly led to a lot of excitement among gamers at the time too.
https://dylibso.com/