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How it really runs

Create 3D games that run in the browser, and know what happens on the player’s device

A 3D browser game is not streamed from a server: the player’s own device draws it. That explains everything: why nothing needs installing, why performance differs from one device to the next, and why we build lightweight worlds.

Drawn by the player’s deviceQuality that adaptsPublished to a link

An illustration of the publish card. The numbers and addresses in it are examples. To see a scene your own device really draws, open the 3D Game Design page.

The basics

Three facts about 3D games in a browser

The drawing happens on your side

The browser loads the world once, then the device’s graphics chip draws it dozens of times a second. No distant graphics server and no video stream.

Nothing is installed

The game is a web page. The player opens the link, sees a loading bar and then the world. No store, no download, no permissions.

Smoothness follows the device

A recent computer shows the world at full quality and a mid-range phone shows it at less. That is why quality adapts by itself, and why we keep worlds light.

Devices

What the player’s device needs

There is no list of approved devices, only general conditions. Try your world on the devices your audience uses before you announce it.

ConditionWhat it meansIf it is not met
A modern browserA recent version of a mainstream browser, on computer or phone.The world may not load, and a clear message appears instead.
3D graphics enabledThe browser is allowed to use the graphics chip. That is the default on most devices.The world stops with a message that explains why, not with a black screen.
Enough memoryLightweight worlds suit most recent phones. Large models and images add to the load.Slower loading or stutter. That is why a world has size limits.
A connection to load the worldThe world loads when the link is opened, then runs on the device.Loading cannot start without a connection.
A keyboard or touchMovement by keys and mouse, or by an on-screen touch joystick.—

We do not promise a particular performance on a particular device: quality adapts, and results differ from device to device.

1Performance

Quality adapts to the device by itself

On the automatic setting the world measures how smoothly it runs on the player’s device and, if that drops, lightens itself step by step: simpler shadows, then lower resolution, then fewer effects. The player gets smooth play rather than a pretty picture that stutters. In the studio you see the frame counter and the world-size meters before you publish.

  • Quality settings: auto, low, medium, high
  • A frame counter and meters for triangles, textures and lights
  • A world over its size budget does not build, and the reason is stated
When things go wrong

What the player sees when their device cannot cope

Silent failure is worse than failure. So every case has a message.

While loading

A real progress bar that follows what has actually loaded, not a spinner that turns forever.

No 3D graphics

A message explaining that the browser or device does not provide 3D graphics, instead of an empty screen.

A lost graphics context

If the system takes the graphics chip away from the browser (switching apps, for instance), the world tries to recover when it comes back.

Publishing

How to publish a 3D browser game

Four steps, and the second is the one people forget.

  1. 1

    Play the world all the way through

    Switch to “Play game” and finish the objective at least once. A world that cannot be finished should not be published.

  2. 2

    Try it on a real phone

    Open the preview on a mid-range phone, not only on your computer. Watch how smooth the movement is and how comfortable the touch joystick feels.

  3. 3

    Check the size meters

    Look at the meters for triangles, textures and lights. If you are close to the limit, lighten the world: simpler models and smaller images.

  4. 4

    Publish and share the link

    Press “Publish”. You get a link that opens in the browser, with a reminder that performance varies by device.

Plainly

What we do not promise

Uniform performanceThere is no frame rate we guarantee on every device. Quality adapts and results vary.
Worlds without limitsA world’s size has a ceiling: triangles, textures and lights. The ceiling protects players from a world that will not run.
MultiplayerNot available yet.
An app-store appThe world is published as a web link, not as an app.
FAQ

Questions people ask

Does the player need a powerful graphics card?
No. The worlds are built to be light, and the graphics chips built into recent computers and phones usually handle them. Older devices show them at lower quality or less smoothly.
Do I pay for graphics servers?
There are no graphics servers involved: the player’s device does the drawing. What is hosted is the world’s own files, within your plan’s limits.
How long does a world take to load for the player?
It depends on the size of the world and the speed of their connection. Worlds made from the basic shapes are small and load quickly; uploaded models and images add size. The loading bar shows real progress.
What happens on an old phone?
On the automatic setting quality steps down to keep things smooth. If that is not enough the picture will stutter, and if the device does not provide 3D graphics at all, the player sees a message saying so.
Can I embed the world in my website?
A published world is a web page with a link, and you can put that link on your site. The sharing options available are shown in the publish window inside the studio.
Why not build large, realistic worlds?
Because they would not run on most of your audience’s devices. A small, stylised world with reliable play reaches more people, and that is what we build.

Build a world that runs for your audience, not only for you.

Describe the world, try it on a real phone, check the performance meters, then publish it to a link.