poVoq There is a plugin for Flarum that allows embedding pck files for easy showcasing of Godot made games: https://github.com/clarkwinkelmann/flarum-ext-godot-embed Its a bit more tricky to configure and the Godot runtime needs to be kept up to date, so it would be good to gauge interest first. But in any case it will take a while to setup.
Peter I don't use Godot but I like the idea that people can show their games online here if they want to. That would be cool! So I voted "Yes".
Elouin This could add a lot of extra maintenance to the Forum. Also it seems like That hasn't been updated in over a Year. Since its quite easy to put up an web exported game onto something like codeberg pages, i don't know if its worth the effort.
Peter Elouin its quite easy to put up an web exported game onto something like codeberg pages Really? How to do that? I mean afaik Github, Codeberg, Notabug etc. only have source tree, releases and perhaps Wiki.
Peter Ah, thanks, didn't know that. I now have looked at Github and it has pages, too. pages.github.com The git hoster I use currently ( notabug.org ) doesn't seem to offer webpages though. But that's not a good reason for hosting it at FGD.
poVoq I see it more as an easy way to host work in progress builds, to get some quick feedback, and not actually hosting releases. But yes I am also sceptical about the maintenance needed to get it working.
Peter poVoq But yes I am also sceptical about the maintenance needed to get it working. I think so, too. You already have to admin this forum. And I don't want to volunteer to admin the Wasm pages. I guess no one else will. I also guess that administering this Flarum extension is not trivial, but rather work-intensive. So I changed my poll vote to "No".
Lopy Some things that come to mind: Games posted will likely end up requiring a given version of Godot. Beside the obvious big compatibility breakages between 3.x and 4.x, I know from experience that you can have breakages on "tiny" Godot updates. .pcks tend to be rather big quickly. Downloading them every time might add a fair bit of load when the post first come out, and the downloading experience might not be great. Maybe check the maximal .pck upload size and monitor performance? Something a bit more involved would be ask the uploaders to split the .pck into media and code, which I've never done but read is possible. The security section mentioned in the README is necessary, and I don't know if it is enough. A .pck running on a web export_template has access to JavaScript, networking primitives, etc. A practical attack would be to get api access as the user opening the game. This would take a lot of work, and you are already doing a lot of things. I think it would be too much work for you to do compared to the benefit.