I wanted to use godot for html 5 3d game development i want to know if there is future for this ? whats my options?
HTML 5 3D whats is the future for this?
What do you mean? Basically you can do that now. But if you want a specific answer you have to be more specific with your questions too.
It works well enough now. Desktop is well supported on Windows and Linux (probably Mac too, but I don't use Mac). Mobile also works decent enough, but load times can be long and not all features work in OpenGL ES2 (this is not so much of a Godot issue as even Unity has a lot of problems on mobile and Unreal dropped HTML5 support a while ago). Juan made a post recently about Godot 4.0 only supporting Vulkan at launch, so I don't know how this affects HTML5, but that would be a good question to get answered.
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See About Godot 4, Vulkan, GLES3 and GLES2. Until an OpenGL-supporting Godot 4.x version is released (that excludes 4.0), 3.x will remain the recommended Godot version series for people targeting HTML5.
Godot 3.x will remain maintained for at least one year after 4.0 is released.
I reported a problem with HTML 5 when i am using Field of Depth of Shadow it will have rubbish in the screen but does not seesm to be fix yet. Also i wanted to know if i could load PCK file from a URL
Could you show a screen capture of what you mean? The shadow implementation can have it's issues on all platforms, I'm not so sure it's necessarily something specific to the HTML 5 platform.
Certain effects don't work on HTML5. I had the garbled color screen when trying SSR.
To improve performance and compatibility, it's recommended to use the GLES2 rendering backend instead of GLES3 when targeting HTML5.
I need to use GLES3 with shadows and advance effect on the web . what causes this and will it be fix? if not how can i fix it myself
Is it cause by the mapping between Webgl2 to openES3 at emscripten ?
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I need to use GLES3 with shadows and advance effect on the web . what causes this and will it be fix? if not how can i fix it myself
It's a known issue, there is no workaround for it. You won't be able to fix it unless you have experience with WebGL 2.0 in general and working on Godot's C++ source code.
Will it be fixed?
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If you really, really need this fixed it might be viable to maybe implement some sort of alternative shadow casting(though note that godot is forward rendered so your options may be limited), but I wouldn't be expecting or waiting for a fix for this as is, simply because I wouldn't want to depend on a undefined potential fix date that might or might not come.
As @Calinou said tho, you'd have to deep dive into the c++ source code for this. If you can I'd instead look into using baked lightmaps. That is probably your best option and possibly benefit you also in performance.
Note that even if you need some kind of time-of-day change baked lightmaps can still work, you'd just need multiple lightmaps for the different ToD's.
it is not only shadow but also depth of Field . any post processing will cause this to happen
Can godot webgl1 support first person walkthrough of the bungalow on desktop browser as well as mobile browser? Or is webgl2 better? How long does it take to render? If the file size is large how to reduce it for better performance?
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Yes, WebGL1 works fine on desktop and mobile. You don't want to use WebGL2 as it's not well supported on older devices. Obviously mobile performance can be an issue, but in an optimized scene it works. You usually want to compress the textures. You can import high quality images, but don't make the resolution too large (make them as small as still will be okay for the project). Then in the Godot import settings, set the texture compression to Lossy and a value like 0.7. This will reduce file size and still look okay on a small screen. Also for mobile you might want to disable real-time shadows, and also not go crazy with the amount of objects or complex physics. But you can definitely still do it.