Open TokisanGames opened 22 hours ago
for refrence, this project is a working example of GDextension exported to web, and is under MIT
https://github.com/kiwijuice56/sand-slide - working example in chrome browser in itch.io too!
Ok, I have the demo scene building and loading. Updated instructions in Op.
https://tokisan.com/terrain3d/demo.html
However there are three problems:
The terrain doesn't render. The console reports a problem with shader compilation:
USER ERROR: SceneShaderGLES3: Vertex shader compilation failed:
ERROR: 0:460: 'usampler2DArray' : No precision specified
WARNING: 0:718: '/' : Zero divided by zero during constant folding generated NaN
at: _display_error_with_code (drivers/gles3/shader_gles3.cpp:254)
USER ERROR: Method/function failed.
at: _compile_specialization (drivers/gles3/shader_gles3.cpp:348)
Description
500 brings support for the compatibility renderer. However, we haven't been successful getting an HTML export working. It's unclear if this is due to our process, or bugs in Terrain3D or Godot.
Here is the process so far.
A key point is that the terrain build, the export template, and export settings need to match the same thread support. All three marked on or off.
Docs
Building instructions https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_for_web.html
Godot Export for web docs https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html
Building
To build the extension for web you must install emscripten, set up the build environment, then build the web assembly version. I installed with scoop, which is how my python is also installed, per the Godot building instructions.
Emscripten seems to be very finicky about versions. Akien reports they are using v3.1.64 for 4.3 stable builds.
This file needs to be added to
terrain.gdextension
These are also untested possibilities:
Exporting
C:/Users/Cory/AppData/Roaming/Godot/export_templates/4.3.stable/web_dlink_nothreads_debug.zip
Extensions Support
Threads Support
is disabled to match the other settingsUpload to Webserver
After export, the full package must be uploaded to a webserver. Itch or your own. That server must be configured with SharedArrayBuffer & Cross Origin Isolation. In nginx this can be enabled with:
On Itch.io , edit game, find the Embed Options section and enable:
SharedArrayBuffer support - (Experimental) This may break parts of the page or your project. Only enable if you know you need it.
Running
I built w/ 4.2.2 and seemed to mostly load but error messages complained that my scene files were built for 4.3?? So I built and exported everything with 4.3: godot source, godot-cpp, Godot binary, Godot export templates.
Edge complained about being unable to load the textures if compressed with vram compressed. But no complains using vram uncompressed.
Currently it loads to the godot logo, then our demo scene w/ player and blue sky, but the terrain doesn't render and has no collision.
Errors & Solutions
Uncaught (in promise) LinkError: WebAssembly.instantiate(): Import #0 "env" "memory": mismatch in shared state of memory, declared = 1, imported = 0
This is a mismatch of thread options: https://github.com/godotengine/godot/issues/94537 Set all to threaded or not threaded.