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[Public WebGL] 3D Game Platform for the Open Web?

I believe that the open web needs a good open source 3D gaming (/virtual worlds) platform. If we don't have such a thing, a proprietary product may soon come to dominate that area, like what happened with Flash for 2D interactive content and video. The Intensity Engine, a project I have been working on for the last year and a half (and which is built on top of a lot of previous open source code written by others) is close to being a possible open source solution here: It works, is stable, and has been in production for several months now, successfully. It is currently a complete solution, except that it runs outside of a browser. I am looking for feedback about both approaches to 3D gaming on the web in general, and regarding the porting of the Intensity Engine to the web.

Before getting into any details, I would like to stress again that this is *not* a vague proposal or some kind of vaporware: The open source project I mentioned already works (just not inside web browsers). To get an idea of what it can do, see the videos and screenshots on our website:


Ok, back to the subject at hand: While we have some open solutions for 3D on the web like WebGL and O3D, they are not complete game engines. I don't think they are suitable for the kind of content I am talking about here (but please correct me if I am wrong!), which is games with full multiplayer support, physics and complicated world geometry, AI, etc., like FPS games and so forth. Some of that stuff might be added to WebGL and/or O3D using _javascript_. However, many games are too computationally intensive, even with the best _javascript_ engines out there. So, I believe that we need a native code game engine for the web, for the other intensive computations game engines need aside from rendering.

I am therefore asking for feedback about this topic in general, and specifically about using the Intensity Engine for that purpose - it's open source, and I believe it fulfills the necessary requirements (see below for technical details about it). So, to make it relevant for the web, I am considering some options:

1. Porting the Intensity Engine to be a web browser plugin. Perhaps to switch our rendering engine to O3D, and make a new web browser plugin of the combination of the two?

2. Another thought is to use Google Native Client (NaCl), porting the Intensity Engine code to that, and rendering through WebGL. Our existing rendering system uses OpenGL, so that seems to make initial sense. But I am not sure if there is a specific timeline for when NaCl will be ready for general use (I will ask on their mailing list). Also there is the question of how fast the connection between NaCl code and WebGL would be (a lot of OpenGL commands are issued each frame).

So, all of these thoughts and questions are things that I would really appreciate feedback on before I actually start doing any work. Also, help is of course welcome.

Ok, some more details about the Intensity Engine: You can also download and try it out for yourself from the download page,


We have binaries for Windows and a few Linux distros including Ubuntu, and instructions for compiling it elsewhere (which is in general not hard, and we can help you out if necessary on IRC or our forums). Here is the code:


As the videos and screenshots show, this is a complete 3D game engine, with full support for multiplayer networked games. We have already made several games to show the capabilities of the technology: co-op FPS, CTF, racing, platform, drawing, etc. - the variety is meant to show that we are a general purpose 3D game engine, and not specific to a particular game type. In fact the platform isn't aimed just at games but virtual worlds as well.

As mentioned, the project is 100% open source. That includes all the code: client, server, and master (metadata) server. The current license is the AGPL, but that can be changed tomorrow if it makes more sense to use another license (feedback about that is welcome).

Some additional technical details about the Intensity Engine:

* The core codebase consists of some 120,000 lines of code: 60,000 new lines written by me, and 60,000 lines (with some modifications) from Sauerbraten/Cube 2.
* The main engine is written in C++. Non-speed intensive code, including plugins, is written in Python. Applications (games/worlds) are written in _javascript_, which is run on Google V8.
* Uses SDL, MochiKit, Boost.Python and zlib.
* Games/worlds can be entered and played in (almost) immediately, just like you can visit web pages with a web browser: No need to manually download and install anything, instead the client (which you must have previously installed) will download and set up the content automatically for you.
* Both client and server-side scripting is utilized. This is done using _javascript_, which lets you run untrusted content in a secure way (again, much like when visiting a website).
* Physics can be run on both client and server, and you can customize how the two interact.
* Custom API in _javascript_ meant to simplify the creation of multiplayer worlds (this aspect was the original inspiration for the project). Uses a lot of the nice features of _javascript_. Also has a lot of reusable code in the form of plugins: Game modes, entity classes, objects, behaviors, weapons (for games that want such things), etc. etc. The API was built to be extensible and adaptable. For example, it would be fairly simple to add weapons to the racing game (which currently doesn't have any), by using the appropriate plugins and setting them up.
* Custom rendering engine using OpenGL (from Sauerbraten).
* In-world editing tools (also from Sauerbraten).
* Asset system, including dependencies and triggers, for organizing content. Uses HTTP for the actual downloads.
* Networking is based on ENet/UDP (UDP is necessary for good performance of position updates for fast-moving objects).
* Master server (which handles metadata and assets) written in Python/Django. Includes a web interface to manage assets, view what servers are running, etc.
* Automatic testing is used to prevent regressions.
* Cross-platform: Compiles and runs on Windows, Linux and OS X. Build system uses CMake.

Thanks for reading this far, and thanks in advance for your input on this matter.

- Alon Zakai / kripken

P.S. "The Intensity Engine" is the technology, and "Syntensity" is a particular website using that technology (that I run), basically a serious test of the platform. We sometimes use the names interchangeably, sorry about any possible confusion. The original idea with the separate names was to keep it clear that the technology can be used for other websites as well, not just for Syntensity.