Unreal 4 games will be played on the internet by Wonder Interactives

Unreal 4 games will be played on the internet by Wonder Interactives ...

The founder of Wonder Interactive, Alex St. Louis, has always dreamed of allowing high-end games like those built with the Unreal engine to run on the open web. And his company has built the platform to make it happen, and it is called The Immersive Web.

St. Louis believes his company is a technology business that will deliver the onramp to the metaverse, the world of interconnected spaces, like in novels such asSnow CrashandReady Player One.But first things do, St. Louis wants Unreal Engine 4 and eventually Unreal Engine 5 games to run on the internet.

This type of technology is crucial as platforms and game developers have been fighting off in a bid for power over the $200 billion game industry. Epic Games has sued Apple and Google to avoid 30% royalty charges on the app stores. Valve has decided to disallow blockchain games on its Steam platform, irritating many NFT game companies. St. Louis believes the open web is crucial to avoiding the closed platforms.

But in the past, only crappy games appeared to run on the web. Apple hasn''t improved Safari''s ability to operate high-end games, causing problems in its app store revenue. Googles Chrome is pretty advanced, but St. Louis believes the technology is at hand to deliver much better quality graphics.

According to St. Louis, developers must be able to ship an application or game on the open web and in order to establish significant links with their users.

Wonder Interactive is developing a platform and a suite of tools to enable anyone who wishes to add their game or real-time 3D app to the browser, with the focus on Epic Games Unreal Engine 4. The company is working on tools and protocols to enable things like a player jumping from Unreal web environments like Fortnite, to the Sandbox, then to Minecraft.

St. Louis hopes to broaden the internet and transform it into the spatial internet. And contrast to incumbents and newcomers who desire to create a closed ecosystem, he believes everything will be seamless and interoperable.

he said the development of a closed ecosystem is not about requiring creators to distribute their games and apps as native binaries through closed ecosystems and storefronts. Were on a mission to help users identify and share their games and real-time 3D applications directly online via the browser.

His tools are WebAssembly, WebGPU, and WebXR. These have been clunky in the past, but Wonder Interactive is reintroduced HTML5 back into Unreal Engine, providing better support for developers to deploy their games and real-time 3D applications to the browser at relatively minimal rates.

Unreal has had the poorest support out of all the web browsers for deploying to the browser. Epic Games provided support for the WebGL 1.0 backend, but developers were therefore not intimidated to use it due to the poor user experience. Epic has officially removed support as of the 4.23 engine release.

We have added WebGL 2.0 to the future versions of Unreal Engine 4 to 4.27. We are also working on integrating WebGPU into both UE4 and UE5 to allow higher fidelity games and 3D applications that can fully integrate into modern client hardware, according to St. Louis. We have also developed a complete (software development kit) SDK and a set of tools that enable highly optimized binaries and startup speed.

The company provides hosting and a dashboard for developers to manage, provision, and update their builds. The team is currently focused on Unreal Engine support, followed by support for other game engines, including Unity, Open 3D Engine, Godot, custom game engines, and others in the future.

As we run on top of an edge computing network, we have a worldwide reach with short startup times.

How it started

St. Louis began making use of the Unreal Engine in Edmonton, Canada, and he began investigating how he could essentially develop a game that would broaden into a wide range of platforms and an enormous user base.

I''ve always been an enormous fan of browser games. I was very grateful for how much I played games like Runescape games and Club Penguin in the school computer lab, according to St. Louis. It was simply so minimal stress to be able to click a link and instantly become involved in a game without having to worry about the launcher. So I have always had a fantastic connection and positive time with web games.

With Unreal Engine, he was attempting to introduce a first-person shooter game to the web.

I stumbled upon the WebGL technology. He said that he was enquired about whether native game engines could actually support the internet. Moreover, Epic Games was even deprecating its support for exporting to HTML5.

Epic Games'' approach to this idea was interpreted as a mistake. He started by doing research into how he might restore his support for this, as Unity has been providing excellent WebGL support for years.

According to St. Louis, many developers have been able to distribute high-fidelity games on the web that match anything on the app stores or on Steam.

He started asking about Reddit, and he met his cofounder Robert Stewart, who is Wonder Interactive''s chief technology officer.

We set our heads together and started our company Wonder Interactive. He said he is developing a suite of developer tools and a platform to enable developers to seamlessly distribute and deploy their games in real-time 3D applications to the browser, no need for walled gardens, no need for 30% cuts. All they need is a web server. They can, therefore, build their discovery platform.

How it works

Developers have taken this technique super seriously. Users don''t want to wait until anything is loaded.

Earlier, the company has developed tools for asynchronous asset fetching or a platform for dynamic asset loading in and out of assets at runtime, leveraging only the capability he needs.

The initial lobby and play areas you start in in may be 20 to 30 megabytes, according to the manager. This is because modern game engines can do things, especially like Unreal Engine 5, that has the ability to collect enough data and serve what is only absolutely necessary at that time.

This isn''t a new technique, as progressive downloads have been developed for a while, with mixed results.

At the same time, Mozilla collaborated with Epic Games on Unreal Engine 3, and later Unreal Engine 4. It was at the start using a subset of JavaScript called ASM or assam.js. That enabled it to create a lot of this code into JavaScript.

Well, thats where WebAssembly came in. In terms of the actual 3D rendering framework, WebGL is based on OpenGL embedded systems 3.1, which is essentially quite outdated, almost a decade old. It''s quite a quantum leap between that and a modern GPU, like Vulkan. That''s basically what Vulkan is, and its intention to allow developers and users to fully tap into the hardware at near native performance and squeeze every bit of traction out of the traditional GPU.

The bulk of Wonder Interactives'' efforts is integrating WebGPU support into Unreal. Both Unreal Engine 4 and Unreal Engine 5 game engines will also be supported with WebXR.

Instead of asking users to install anything, the goal is to provide the same performance as Steam and any natively shipped game. St. Louis said. The friction is lower to as simple as clicking a link making the experiences really enjoyable. For example, if a developer wanted to talk about it or demonstrate a video, they could embed a link that is easily clickable in the article or at the end. It''s a really effective way to get an early prototype out there for other users.


The app''s traction is strong, as 200 developers and other companies have joined the waiting list for the platform. In 2021, the company raised a $600,000 round, and now it is looking to increase more. The company plans to expand widespread availability in the coming months, and it is onboarding some game developers. One of the developers is developing an educational title with visuals similar to World of Warcraft.

We want to free developers from ramping up like Apple App Store without imposing a 30% tax on their employees. We are developing a universal, browser-based platform for 3D games and applications with the most competitive rates on the market, according to St. Louis. We give developers the choice whether they want to host with us or separately embed on their own domains via our white label tier. We envision a future in which developers can freely and seamlessly distribute directly online to their users, without a compromise from intermediaries.

The company has a slew of Unreal Engine WebAssembly demos on its platform. WebGPU is expected to arrive in Chrome by late May. Meta announced that its Horizon Worlds virtual world VR platform will also receive a web version.

The new Xbox games (Series S and Series X) will run the Microsoft Edge, which is a Chromium browser and today supports WebGL 2.0. Edge will have it immediately as Edge utilizes the same rendering engine.

This was an interesting proposition for Unreal and Unity developers to focus on not only computers with their web builds of their games, but also on Xbox consoles. It appears that every platform is ripe for disruption.

Along the way, Epic will support Unreal Engine developers and extend support for other native game engines such as Unity. While Epic is just starting to ship Unreal Engine 5, St. Louis said his team hopes to make that work on the web too. Conversations with Epic Games are ongoing.

This is what were really, really excited about: Unreal Engine 5 with WebGPU. Were quite optimistic we can get some of the newer features like Nanite, according to St. Louis.

Blockchain and the metaverse

What is the metaverse, which is the internet, which is immersive in 3D. It will be like, hopefully, the open web today, where whatever device or OS youre on, you can count on opening up a browser. And the standards like JavaScript languages and HTTP ensure that youre going to have the same experience across every device. I think for a truly open metaverse, you will need this sort of model.

Epic might certainly do everything it himself.

He said that although I can attest to how much work it takes to make a game engine more web-friendly or web-compatible.

I might guess that blockchain game firms are lining up to support a technology such as this. Steam has blocked blockchain games, and other platforms aren''t exactly welcoming NFTs with open arms. Venture capitalists raised $1.2 billion to 128 blockchain game companies in the last quarter alone. According to St. Louis, those folks have a strong interest in Wonder Interactive.

According to St. Louis, countless blockchain gaming companies have actually joined up.

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