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Web Games in 2026: Is Game Development Moving to the Browser?

Web games have gone from the thing you play while waiting for a download to a serious distribution channel with its own platforms, engines and AI-built hits. We went through the usage data, browser support tables, platform announcements and game jam results to answer a narrower question than the headline suggests: which games are moving to the web, and which are not.

Key takeaways

  • The browser can now run modern GPU code almost everywhere. By the caniuse data we pulled on 2026-10-09, WebGPU is fully supported for 85.72% of global traffic and partially for another 3.05%, up from 28.53% in January 2024. WebGL 2 is at 96.44%.
  • Three.js downloads on npm rose from about 2.6 million a week in late September 2025 to about 22 million in late September 2026. That growth is not mainly a games story: React, Express and D3 grew 3 to 5 times over the same period, so the whole registry is inflating. Three.js still outpaced them.
  • Web portals are big. Poki reports roughly 100 million monthly players and CrazyGames about 50 million, though both numbers are company claims and neither publishes revenue.
  • AI code generation is the clearest new force. Pieter Levels' fly.pieter.com (built with Cursor, in Three.js) and the Vibe Jam that followed it show that a solo non-specialist can ship a playable, multiplayer 3D game to a URL in days.
  • Our view: the web is becoming the default for small, social, session-based and AI-generated games, and for prototyping everything else. It is not replacing Steam or consoles for large, asset-heavy or premium games, and the evidence does not say it will.

What we mean by "moving to the web"

Three different claims hide under that phrase, and the evidence for each is different. The first is that games are increasingly played in a browser: that is a question about audience, and the portals and social platforms speak to it. The second is that game developers are increasingly building with web technology, whether or not the shipped product runs in a browser (Electron wrappers, web-based tools, JavaScript engines). That is a question about tooling, and npm data and engine releases speak to it. The third is that the web becomes where games are made first and shipped by default, including bigger ones, which is the strong claim and the one we are most skeptical about.

We will keep these separate. A reader building a one-person project and a reader running a 40-person studio need different answers.

The technical floor has risen

WebGPU is now mostly just there

For years "WebGPU games" meant a flag in Chrome Canary. That is over. Chrome and Edge have shipped WebGPU since version 113 (2023). Safari 26 shipped it in September 2025 across macOS, iOS, iPadOS and visionOS, according to WebKit's feature post as quoted in a WebKit bug report (we could not open the WebKit post directly). Firefox has it enabled by default on Windows and, per caniuse notes, on macOS 26 Tahoe with Apple Silicon.

The caniuse data file shows the combined effect. We pulled the WebGPU feature file from the caniuse repository at six points in its history and read the global usage figures:

Snapshot Full support Partial support
January 2024 28.53% 0%
October 2024 70.30% 0%
April 2025 72.61% 0%
October 2025 72.34% 1.29%
April 2026 81.26% 3.00%
October 2026 85.72% 3.05%
WebGPU browser support, global traffic shareFull support has more than tripled since January 2024; partial support is mostly Firefox and desktop Safari
WebGPU browser support, global traffic share0%20%40%60%80%100%Jan 2024Oct 2024Apr 2025Oct 2025Apr 2026Oct 2026Share of global usageSnapshotFull + partial supportFull support

Read from the caniuse repository's feature file at the last commit before each date. Partial = enabled by default only on some platforms (e.g. Firefox on Windows and Apple Silicon macOS 26+, Safari on macOS 26+). Global usage reflects traffic, not any particular game's audience. Source: caniuse (Fyrd/caniuse on GitHub), accessed 2026-10-09.

Two readings of this table. The first is optimistic: the share has more than tripled in under three years, and iOS Safari, which was the missing piece for mobile, now reports full support in the caniuse file. The second is cautious: caniuse's "partial" bucket is mostly Firefox and desktop Safari, where WebGPU is on by default only for specific platforms (Windows for Firefox; macOS 26 or later for Safari, and Apple Silicon for Firefox on Mac, as the notes put it). Chrome on Linux depends on hardware and drivers. And the plain truth about any global usage percentage is that it describes traffic, not your audience. A game aimed at a school laptop fleet or at older Android phones needs its own numbers.

For comparison, WebGL 2 sits at 96.44% and WebAssembly at 96.63% in the same file, which is why almost every production web game in 2026 still ships a WebGL 2 path. Godot's current web export, for example, requires WebGL 2.0 and not WebGPU, per its documentation.

Developers also report that WebGPU is not automatically faster. A Utsubo write-up of Three.js in 2026 says as much and advises profiling before migrating. The main benefit is compute shaders, which WebGL never had: GPU particle simulation, culling, skinning and similar work, which is the work that makes bigger scenes viable.

The engines have moved

Three.js. The library is the center of gravity. Release r171 (November 2024) added the three/webgpu entry point so a project could adopt the new renderer with one import, and kept a WebGL 2 fallback. Since then releases have added a node-based shading language (TSL), storage textures, a docs file for language models (llms.txt, r183 in February 2026), WebXR on the WebGPU renderer and clustered lighting (r185, June 2026), and, in r186 (September 8, 2026), a sun-light addon with cascaded shadows and a Gaussian splatting addon. The repository has about 116,000 stars on GitHub as of today (GitHub API, 2026-10-09).

Babylon.js. Version 9.0 landed in March 2026. Microsoft's announcement (Windows Developer Blog) described clustered lighting available on both WebGPU and WebGL 2, textured area lights, volumetric lighting and a node-based particle editor, per coverage of the release. The GitHub repo has about 26,000 stars.

PlayCanvas. The engine dropped WebGL 1 at 2.0 to make room for WebGPU and has been working on Gaussian splat rendering through the 2.x line; the 2.15 release in January 2026 is an example. Secondary sources disagree on how mature its WebGPU path is (one calls it WebGL 2 first, another calls it the most production-ready), so we would check the release notes before choosing it for that reason alone.

Unity. Unity 6.6, released September 1, 2026, took WebGPU out of experimental: "as of Unity 6000.6, the WebGPU graphics API is no longer experimental," in the words of Unity's web team as relayed by Cinevva (a secondary source that cites Unity's forums; we did not read Unity's post directly). It is off by default, WebGL 2 remains the default API, and device support is described as inconsistent. The same release adds WebAssembly 64 builds that can address up to 16 GB of memory instead of 4 GB, and per-scene progressive asset loading, which addresses two of the classic complaints about Unity web builds, memory ceilings and long first loads.

Godot. Since 4.3 the preferred and default web export is single-threaded, which avoids the cross-origin headers that block ads and third-party scripts, and 4.5 enabled WebAssembly SIMD by default, per the official docs and a summary. The same docs say C# projects in Godot 4 could not be exported to the web at the time of that page. The Godot web export is WebGL 2 only. If your game is 2D, this is a comfortable path; for GPU-heavy 3D, Unity's WebGPU route is further ahead on features, but also heavier.

The pattern: every major engine now treats the browser as a first-class target, and the three that matter for 3D (Three.js, Babylon.js, Unity) all have a production-level WebGPU path with WebGL 2 as the safety net.

What the download numbers do and do not say

Three.js is the headline number in this story, so we looked at it directly. The npm registry's public API gives download counts per package. For the week of September 24 to 30, the figures are:

Package 2025 2026 Growth
three 2,620,944 22,346,517 8.5x
phaser 65,353 493,421 7.5x
playcanvas 16,514 121,438 7.4x
@babylonjs/core 64,265 437,738 6.8x
pixi.js 317,156 1,311,059 4.1x

Read alone, this looks like an explosion in web game development. But we ran the same query for packages that have nothing to do with games, and the controls moved too: React went from about 45.4 million to 214.4 million (4.7x), D3 from 4.9 million to 25.1 million (5.1x), Express from 48.5 million to 163.4 million (3.4x), lodash from 75.6 million to 199.2 million (2.6x) and Chart.js from 6.2 million to 15.3 million (2.5x). The registry as a whole is inflating, and the most obvious candidates are automated installs: CI runs, containers and coding agents that fetch dependencies on every task. npm does not separate those from humans, and we cannot prove what drove the increase.

npm weekly downloads: Sept 2026 vs Sept 2025, as a multipleGame libraries grew fast, but so did packages that have nothing to do with games
npm weekly downloads: Sept 2026 vs Sept 2025, as a multiple0246810three8.5phaser7.5playcanvas7.4@babylonjs/core6.8d3 (control)5.1react (control)4.7pixi.js4.1express (control)3.4lodash (control)2.6chart.js (control)2.5Package

Raw counts: three 2,620,944 to 22,346,517; phaser 65,353 to 493,421; playcanvas 16,514 to 121,438; @babylonjs/core 64,265 to 437,738; pixi.js 317,156 to 1,311,059; react 45,424,219 to 214,361,643; d3 4,920,526 to 25,107,065; express 48,472,759 to 163,385,304; lodash 75,570,829 to 199,169,486; chart.js 6,176,152 to 15,250,722. npm counts include CI and repeat installs; we cannot tell what drove the registry-wide rise. Source: npm downloads API, accessed 2026-10-09.

So we would say: Three.js, Phaser and PlayCanvas grew faster than the registry's general inflation (about 7.4 to 8.5 times against a control range of 2.5 to 5), which is consistent with real extra adoption, but the effect is smaller than the raw numbers suggest. Pixi.js grew about as fast as React. Downloads count installs, not shipped games.

The time series for Three.js shows the same picture in more detail. We used weekly counts for Tuesday-to-Monday windows from the npm API, at roughly quarterly intervals:

Three.js weekly npm downloadsFlat through 2025, steep through 2026; the registry as a whole rose in the same period
Three.js weekly npm downloads05101520Oct 2024Jan 2025Apr 2025Jul 2025Oct 2025Jan 2026Apr 2026Jul 2026Weekly downloads (millions)three

The 2026-09-15 window includes one day the API reports as zero (likely missing data), so it is probably understated; a Utsubo article reported 12.18M for the same week at the time it was written, and the 7 days Sept 24-30 sum to 22.35M. Downloads include CI and automated installs. Source: npm downloads API, accessed 2026-10-09.

Two warnings. The npm daily series has days that return zero, almost certainly missing data, and the week of September 15 to 21, 2026 contains one such day; the API sum for that week is 15.1 million, whereas the Utsubo article, written earlier, reported 12.18 million for the same week. So the real figure for that week is probably a bit higher than 15.1 million, and the sources disagree for reasons we cannot resolve. And the shape of the curve, a flat 2025 and a steep 2026, is the signature of a change in how packages get fetched at least as much as a change in how many people write 3D games. If a reader wants one sentence from this section: Three.js is clearly the dominant JavaScript 3D library and is growing, but the claim that "downloads grew eight times so web gaming grew eight times" does not hold up.

Where the players are

Portals

The web's mass-market games audience lives on a few sites. According to a CB Insights summary of Poki's March 2026 announcement, Poki welcomed 625 million players across desktop and mobile in 2025 and now counts 100 million monthly active players, built by a 65-person team that has taken no outside funding. We could not find Poki's own press release, and one outlet's June 2026 article gave a much lower figure of nearly 50 million, so we treat 100 million as the high end. CrazyGames' own LinkedIn page says it reached 50 million monthly users in 2025 (a company post, again not audited). Compare the older 25 million monthly players in its 2023 tenth-anniversary press materials.

Revenue is where the public record gets thin. Neither portal publishes it. A business-data site lists CrazyGames at $13.6 million for 2026, which is a database estimate and not a company statement, and we would not cite it for anything that matters. What the portals do publish is how they pay developers. According to Poki's SDK page, traffic you bring yourself earns you 100% of the revenue, while traffic that arrives through Poki is split 50/50; Poki also asks for web exclusivity in return for its investment, though developers can publish elsewhere on Steam and mobile. Third-party guides put CrazyGames' ad share at around 60%, which we have not been able to confirm from CrazyGames itself.

The most concrete earnings data we found is one developer's. In a Business Insider profile surfaced via the CB Insights page, the maker of a dress-up game on Poki reports 276 million play sessions from 63.1 million players over its lifetime, and 10 to 15 million sessions a month now. Those are the developer's numbers, not Poki's, and we have no revenue figure to match them. They do show that a single small game can reach audiences larger than most Steam hits.

Our read: the portals are real and large, they have a business model (advertising, with revenue shared with developers), and they are a mature place to ship 2D and light 3D games. They are also gatekeepers. Poki's own terms show the trade: you get distribution and ad infrastructure, and you give up exclusivity and a large cut of portal-sourced revenue.

Self-reported audience of web game platformsMillions of monthly users; definitions differ, so treat as rough order of magnitude
Self-reported audience of web game platforms020406080100Poki (monthly active players, company claim)Poki (monthly active players, company…100CrazyGames (monthly users, company LinkedIn post)CrazyGames (monthly users, company Lin…50Discord apps and Activities (our estimate: 25% x 200M)Discord apps and Activities (our estim…50Telegram gaming mini apps (vendor blog, low confidence)Telegram gaming mini apps (vendor blog…47Platform

Poki and CrazyGames figures are company claims we could not tie to a primary press release. Discord's 25% share covers apps and Activities, not only games, and the base (150 to 200 million monthly users) varies by source. The Telegram figure is from a vendor blog without a primary source. YouTube Playables has no public player count; its catalog was reported at 1,477 titles on Sept 4, 2026 by a publisher. Source: CB Insights (Poki), CrazyGames LinkedIn post, Discord GDC 2026 as summarized by Cinevva, Whimsy Games, accessed 2026-10-09.

Social platforms

Beyond portals, three platforms host browser games inside a larger app, and the numbers for all three are murky.

Discord Activities. Discord opened Activities to all developers in 2024. A Discord GDC 2026 announcement, as summarized in a Cinevva guide that we could not trace to Discord itself, says apps and Activities are used by more than 25% of monthly active users; a September 2024 report had already quoted that figure. If you apply 25% to the 200 million monthly users cited in a GDC 2026 summary, you get roughly 50 million (our arithmetic; the base is uncertain because sources between 150 and 200 million circulate, and "apps and Activities" is broader than games). Individual successes are self-reported: one title, Death by AI, is described as peaking around 700,000 daily users.

YouTube Playables. Google has expanded Playables to more than 50 markets including the EU and Nordics, from seven at launch in 2024, per a YouTube partnerships manager quoted by PocketGamer.biz. Google provides SDK samples for plain JavaScript, Flutter web, Godot and Unity. The only 2026 catalog figure we found is from Mediacube, a publisher: its catalog nearly doubled from 788 to 1,477 titles between July 1 and September 4, 2026. That is a vendor blog and unaudited. YouTube has not, as far as we found, published how many people play.

Telegram Mini Apps. The category had its boom and its bust. Hamster Kombat's monthly users fell sharply in late 2024 (a drop from over 100 million to fewer than 44 million in Telegram's own data, per reports quoted by Coin360 and others), and the surrounding clicker genre has not recovered. A vendor blog claims 47 million monthly users for gaming mini apps in January 2026; we have no primary source and show it in the chart below as low confidence.

All three are in-app distribution layers for web code. That is relevant because it means a single HTML5 game, with some SDK glue, can reach audiences on portals, in chat apps and on a video site. The graph of reach is better for web than for any native store. The money is a different story: ad revenue shares, in-app purchase rules and platform policy swings are all set by the host, and Telegram's example shows how quickly a category can disappear.

AI makes the browser the default target

Fly.pieter.com and what it proved

In early 2025 Pieter Levels (levelsio) posted a flight simulator he had built with Cursor, in Three.js, with server code generated by Grok 3. It is still online, described as a free multiplayer flight sim made entirely with AI. 404 Media reported on March 5, 2025 that Levels claimed it made more than $50,000 a month; Xataka put the figure at about $52,000, most of it from in-game ads (22 ads, mainly from AI companies), while an early report said the ads earned $5,000 a month in its first weeks and the game had made $38,000 after ten days. Peak concurrency was given as 17,000 in one early article. These are all the creator's claims or early press, and they conflict, so the right word is "reportedly."

What does it prove? Not that anyone can make $50,000 a month from a vibe-coded game. 404 Media's own line is that the future of AI-assisted game development "will not be that simple," and the reach came largely from Levels' own audience (Xataka notes he had 623,000 followers on X, and the game got a boost when Elon Musk shared it). What it proves is narrower and more interesting. A person whose day job is not game development got a multiplayer 3D game to a public URL, running in everyone's browser, with no store review, no install and no engine license, in a time frame that used to be reserved for jam entries. The reason it was a web game and not an iOS app is exactly the reason it spread: a link is the lowest-friction way to share anything.

Vibe Jam

Levels followed it with a jam. The 2025 Vibe Coding Game Jam required at least 80% AI-written code, recommended Three.js and drew more than 1,000 entries, with The Great Taxi Assignment in first place and mrdoob and Andrej Karpathy among the judges, according to the Utsubo article (who did not link a primary source for the results, so we flag that).

The 2026 edition, officially the Cursor Vibe Jam 2026, ran from April 1 to May 1 with a 90% AI-written code rule, free browser-playable games, a bonus for multiplayer, and a listed prize structure of $25,000 gold, $10,000 silver and $5,000 bronze (a Summer Engine page lists $20,000 for gold, a difference we put down to an older snapshot). A third-party guide (Summer Engine) reports 945 submitted games and more than 242,000 plays. We could not retrieve the organizers' press page, and we could not find an official winners announcement in what we read, so those numbers should be treated as unconfirmed by a primary source.

The more useful analysis came from Colyseus, a multiplayer framework vendor. Its post on the jam counted 48 games out of 945 using its framework, which it says is about 5% of all entries and about 15% of online multiplayer ones (implying roughly 320 multiplayer entries; the post does not state the total, so that is our arithmetic). It describes the bar as "much higher than 2025," with progression, persistence and complete game loops, and names Hollowlands, Mafia City and Spellwright as top entries by social likes. That is a vendor looking at its own users, so the 15% share is as much marketing as measurement. Still, it makes a useful point: roughly a third of the entries had real-time multiplayer at all, in a jam where code is mostly written by a model.

Note what is unusual about the numbers. The 2026 jam had slightly fewer entries than 2025 (945 versus more than 1,000) while the prize pool was reportedly larger. Entries went down while quality went up, if you believe Colyseus. That is a sign the novelty is wearing off and craft is returning, which is what you would expect from a maturing medium.

Why web and not native

We think there are four reasons AI coding agents push games toward the browser. None of the following is proven by data in this article; we list them because they match what the jam and fly.pieter.com show.

First, the loop is short. An agent edits a file, you refresh the page, you see the result. No build farm, no signing, no project settings. Second, the output is a single, inspectable artifact: HTML, JavaScript and assets, which a model can read, diff and rewrite in one context window. Third, web code is abundant in training data. Three.js has been the default way to show 3D in a browser for more than a decade, with a huge amount of public example code, and the library even ships an llms.txt file now. We think this matters a great deal, but we have not seen a controlled comparison of model performance on web code versus Unity C# or Godot GDScript, and we say so. For how the models compare on game code in general, see best AI for coding games. Fourth, sharing is a URL.

LMArena's coding arena gives the closest thing to a measurement of how models do on this kind of work. It evaluates web app generation with anonymous head-to-head votes on single prompts. As of an October 5, 2026 summary in the French outlet Blog du Modérateur, the order was:

Rank Model Elo
1 Claude Opus 5.5 Max 1,815
2 GPT-6 Astra Max 1,788
3 Claude Sonnet 5.5 xHigh 1,786
4 GPT-6.1 Sol Max 1,758
5 Claude Fable 5.1 Max 1,749
6 Claude Sonnet 5.5 High 1,715
7 Claude Opus 5 Max 1,695
8 GPT-6 Sol Max 1,689
9 Gemini 4 Argon High 1,680
10 Qwen3.8 Max 1,671

The article cautions that the leader has just over 2,000 votes and that the Qwen and Gemini entries are preliminary, and it notes that the full-stack ranking has a different leader (GPT-6 Astra Max, with fewer than 900 votes). The arena also measures a single prompt, not whether code is maintainable in an existing project. We read the table as a shortlist: the top ten is a mix of Anthropic, OpenAI, Google and Alibaba models, with spreads of about 100 points between rank 1 and rank 10. The same arena was called WebDev Arena until it was renamed Code Arena, and the live board is at arena.ai/leaderboard/code. For a fuller model-by-model comparison, see our review of AI models for game development.

So are games moving to the web?

Here is where we land, as opinion informed by the above.

Yes, for these kinds of games.

No, or not yet, for these.

The real shift is smaller and more interesting. For a growing class of developers, the browser is where a game first exists. Prototype it in Three.js or Phaser, share a link to testers, then decide whether it graduates to Steam, to an app store through a wrapper, or stays on the web. AI coding tools reinforce that habit because they are strongest at web-sized projects with a short loop. We think that is the lasting effect, and that it will show up in the shape of indie game development more than in a headline about AAA.

There is also a risk we want to name: discoverability. Poki says it has more than 600 studios per a CB Insights profile, with top performers reportedly earning up to 1 million euros a year, and one third-party guide estimates $500 to $3,000 a month for a typical first web game (a guide's estimate, not data). When AI makes 945 games in a month cheap to produce, supply grows faster than attention. The hit-driven economy of the web is likely to get harsher, not gentler. That is also why curation platforms may matter more than engines over the next few years.

If you are deciding where to build, a rough guide from our reading: pick the web if your game is session-based, social or wants to be shared by a link, if your art budget is modest, or if you plan to iterate with an AI coding agent. Pick a native engine if your game is large, premium-priced or needs deep platform features. Use both if you can; Godot, Unity and Three.js projects all export or run on the web, so the choice does not have to be final. Our look at what the big engines are shipping, in Unity and Unreal's AI tools, is the native-side companion to this piece, and AI game makers compared covers how the no-code builders, including those that output browser games, stack up. CreateGame.ai itself is pre-launch and aimed at this browser-first end of the market.

How we reviewed this

We worked from public sources dated up to 2026-10-09: the npm downloads API (queried directly for the packages and windows shown), the caniuse feature data in its public GitHub repository (read at six commits across time), GitHub star counts via the GitHub API, engine release notes and documentation (Godot, Unity via secondary reporting, Three.js via a studio's summary), press coverage of Poki, CrazyGames, Discord, YouTube Playables and Telegram, coverage and announcements for fly.pieter.com and both Vibe Jams, and a published summary of the LMArena coding board. We did not run any of the games, engines or benchmarks ourselves.

What we could not verify. Poki's 625 million and 100 million figures come from a CB Insights summary, not Poki's own post. CrazyGames' 50 million is a company social post. We found no revenue for either portal. The Discord 25% usage figure appears only in secondary sources, and its date is unclear. YouTube Playables and Telegram numbers are from vendor blogs. Vibe Jam 2026 entry and play counts come from a third-party guide, and we found no official winners list. The Unity 6.6 and Babylon.js 9 details come from secondary reports of the official announcements. The Three.js download chart uses npm API windows that contain at least one missing-data day, and its upward trend is partly an artifact of a registry-wide increase we cannot fully explain. The coding-arena table is from a news summary of the leaderboard, not the leaderboard itself.

FAQ

Are web games still popular in 2026? Yes. Poki says it reached 625 million players in 2025 and has about 100 million monthly active players, and CrazyGames says it has 50 million monthly users. Both are company claims. Neither discloses revenue.

Is WebGPU supported in all browsers? Nearly all. caniuse shows 85.72% full support and 3.05% partial globally as of October 2026. Chrome, Edge and iOS Safari are fully supported; Firefox and desktop Safari are partial because WebGPU is on by default only on certain platforms. Most engines keep a WebGL 2 fallback.

Is Three.js good for games? It is a rendering library, not a full engine, so you add physics, audio and game logic yourself, or use a framework on top. It is by far the most-installed web 3D library, at about 22 million weekly npm downloads in late September 2026, though that figure includes automated installs. Fly.pieter.com and many Vibe Jam entries are built on it.

Can Unity or Godot games run in the browser? Yes. Godot exports to WebAssembly with a WebGL 2 renderer; its docs say C# projects in Godot 4 could not be exported to the web at the time of that page. Unity 6.6 (September 2026) moved WebGPU out of experimental, off by default.

Can AI make a browser game? Yes, with caveats. Pieter Levels built fly.pieter.com with Cursor, Three.js and model-generated server code, and the Vibe Jam 2026 reportedly received 945 games with a 90% AI-written code rule. Quality, balance and polish still depend on the person directing the model.

Can you make money from a browser game? Through ad revenue shares on portals (Poki pays 100% on traffic you bring and splits 50/50 on traffic it sends, per its SDK page) and in-game ads or purchases. Public earnings data is scarce, and outcomes are heavily skewed toward a few hits.

CreateGame.ai is a pre-launch tool for building browser-playable games from a single sentence; if you want to try it when it opens, join the waitlist at https://creategame.ai.

Sources

  1. caniuse WebGPU feature data (GitHub repository, read at six commits, 2026-10-09): https://github.com/Fyrd/caniuse/blob/main/features-json/webgpu.json
  2. caniuse WebGL 2 feature data: https://github.com/Fyrd/caniuse/blob/main/features-json/webgl2.json
  3. caniuse WebAssembly feature data: https://github.com/Fyrd/caniuse/blob/main/features-json/wasm.json
  4. npm downloads API (queried 2026-10-09): https://api.npmjs.org/downloads/point/last-week/three
  5. GitHub API repository data for star counts (queried 2026-10-09): https://api.github.com/repos/mrdoob/three.js
  6. WebKit Bugzilla report quoting WebKit's Safari 26.0 feature post: https://bugs.webkit.org/show_bug.cgi?id=299237
  7. Godot 4.5 documentation, "Exporting for the Web": https://docs.godotengine.org/en/4.5/tutorials/export/exporting_for_web.html
  8. Utsubo, "What's New in Three.js (2026)": https://www.utsubo.com/blog/threejs-2026-what-changed
  9. Microsoft Windows Developer Blog on Babylon.js 9.0: https://blogs.windows.com/windowsdeveloper/?p=57710
  10. PlayCanvas engine 2.15 release coverage: https://radiancefields.com/playcanvas-releases-engine-version-2.15
  11. Cinevva, "Unity 6.6 WebGPU production" (1 Sept 2026): https://app.cinevva.com/news/2026-09-01-unity-6-6-webgpu-production
  12. CB Insights profile of Poki, including news items: https://www.cbinsights.com/company/poki
  13. Poki SDK page (revenue share terms): https://sdk.poki.com/
  14. PocketGamer.biz on YouTube Playables expansion: https://www.pocketgamer.biz/youtube-playables-expands-to-more-than-50-markets-including-the-eu-and-nordics/
  15. Mediacube, YouTube Playables updates: https://mediacube.io/en/blog/youtube-playables-updates
  16. Cinevva guide to Discord Activities (cites Discord GDC 2026 release): https://app.cinevva.com/guides/publish-game-discord-activities
  17. Coin360 on the Hamster Kombat / Telegram games drop: https://coin360.com/news/telegram-games-q4-drop
  18. Whimsy Games on Telegram mini app gaming: https://whimsygames.co/blog/exploring-telegram-mini-apps-mobile-gaming/
  19. fly.pieter.com: https://fly.pieter.com/
  20. 404 Media, "This Game Created by AI Vibe Coding Makes $50,000 a Month" (5 March 2025): https://404media.co/this-game-created-by-ai-vibe-coding-makes-50-000-a-month-yours-probably-wont
  21. Xataka Móvil on fly.pieter.com: https://www.xatakamovil.com/futuro/este-juego-ridiculamente-simple-le-esta-dando-a-su-creador-50-000-dolares-al-mes-se-hizo-ia-30-minutos
  22. AVGeekery on the flight simulator's early earnings: https://avgeekery.com/?p=39779
  23. Cursor Vibe Jam 2026 official site: https://vibej.am/2026/
  24. Summer Engine, Cursor Vibe Jam 2026 guide: https://www.summerengine.com/blog/cursor-vibe-jam-2026-guide
  25. Colyseus, "Vibe Jam 2026: 1 in 7 multiplayer games shipped with Colyseus": https://colyseus.io/blog/vibe-jam-2026/
  26. Blog du Modérateur, best AI models for code and web development, October 2026 (LMArena/Code Arena summary): https://www.blogdumoderateur.com/ia-meilleurs-modeles-code-developpement-web-octobre-2026/
  27. Arena (formerly LMArena) code leaderboard: https://arena.ai/leaderboard/code