Web Export

Export any SimVX game as a standalone HTML file that runs entirely in the browser. No server required — the game logic runs in Pyodide (CPython compiled to WebAssembly) and renders via WebGPU. Both 2D and 3D games are supported — 3D node usage is auto-detected.

Quick Start

uv run simvx export web my_game.py \
    --output game.html --width 800 --height 600 \
    --title "My Game" --root MyGameNode

Open game.html in Chrome or Edge. The file is fully self-contained — host it on any static site.

How It Works

The export tool bundles everything into a single HTML file:

HTML file
 ├─ Pyodide runtime (loaded from CDN, ~15 MB, cached by browser)
 ├─ simvx.core engine (Python source, bundled inline)
 ├─ Game code (Python source, bundled inline)
 ├─ MSDF font atlas (pre-baked PNG, base64-encoded)
 ├─ WebGPU renderer (renderer2d.js + WGSL shaders, inlined)
 └─ Input capture (keyboard, mouse, touch → Python Input singleton)

Each frame:

  1. JavaScript calls WebApp.tick(dt) via Pyodide

  2. Python runs the scene tree: physics_process()process()draw()

  3. Draw2D commands are serialized to a compact binary format

  4. JavaScript passes the binary data to the WebGPU renderer

  5. Four GPU pipelines render: filled shapes, lines, MSDF text, textured quads

Requirements

Export machine: Standard SimVX dev environment (freetype-py for atlas generation).

Browser: WebGPU support required — Chrome 113+, Edge 113+, or Firefox Nightly with dom.webgpu.enabled. Safari support is in progress.

Declaring Dependencies

Games that import packages beyond numpy (which is always loaded) need to declare them so the export tool includes them in the Pyodide bundle. There are three ways, checked in priority order:

PEP 723 Inline Script Metadata (single-file games)

Add a # /// script block at the top of your game file. This is the standard Python mechanism for single-file scripts:

# /// script
# dependencies = ["pillow>=10.0", "scipy"]
# ///

from simvx.core import Node

class MyGame(Node):
    ...

pyproject.toml (project-based games)

For games organised as a project with a pyproject.toml, declare dependencies in the standard [project] table:

[project]
name = "my-game"
dependencies = [
    "pillow>=10.0",
    "scipy",
]

The export tool reads pyproject.toml from the same directory as the game file. PEP 723 metadata takes precedence if both are present.

CLI / API Override

Pass additional packages directly, regardless of what the game declares:

uv run simvx export web my_game.py \
    --packages requests aiohttp
export_web("my_game.py", "game.html", extra_packages=["requests", "aiohttp"])

These are merged with any declared dependencies. Version specifiers and simvx-* packages are automatically stripped.

Command-Line Reference

uv run simvx export web <game.py> [options]

Option

Default

Description

--output, -o

game.html

Output HTML file path

--width

800

Engine viewport width

--height

600

Engine viewport height

--title

SimVX

Browser page title

--root

auto-detect

Root Node subclass name

--fps

60

Physics tick rate

--responsive

off

Adapt engine viewport to browser window size

--packages

none

Additional Pyodide packages to load

Root class is auto-detected from the first class definition in the game module. Specify --root if the file contains multiple classes.

Python API

from simvx.web.export import export_web

export_web(
    "my_game.py",
    "game.html",
    width=800,
    height=600,
    title="My Game",
    root_class="MyGameNode",
    physics_fps=60,
    extra_packages=["pillow"],
)

Parameter

Type

Default

Description

game_path

str | Path

required

Path to the game’s Python module

output

str | Path

"game.html"

Output HTML file path

width

int

800

Engine viewport width

height

int

600

Engine viewport height

title

str

"SimVX"

Browser page title

root_class

str | None

None

Root Node subclass (auto-detected if None)

physics_fps

int

60

Physics tick rate

charset

str | None

None

Characters to pre-bake in the MSDF atlas

responsive

bool

False

Adapt viewport to browser window size

pyodide_version

str

DEFAULT_PYODIDE_VERSION

Pyodide CDN version (canonical default from simvx.web.export)

extra_packages

list[str] | None

None

Additional Pyodide packages to load

Example: Tic Tac Toe

The tictactoe example exports to a 256 KB HTML file (before Pyodide CDN):

uv run simvx export web \
    packages/graphics/examples/game_tictactoe/game.py \
    --output tictactoe.html --width 400 --height 550 \
    --title "Tic Tac Toe" --root TicTacToeGame

The game renders identically to the desktop version — same UI widgets, same layout, same input handling.

Font Atlas

Text rendering uses MSDF (Multi-channel Signed Distance Field) font atlases. The export tool:

  1. Finds a system font on the export machine

  2. Scans your game’s string literals to determine which characters are needed

  3. Pre-renders the MSDF atlas at export time

  4. Embeds the atlas as a base64 PNG in the HTML

This eliminates the freetype-py dependency at runtime. If your game generates text dynamically (e.g., user input), ensure the charset covers the expected characters.

Comparison: Web Export vs Video Streaming

SimVX offers two ways to run games in a browser:

Web Export

Video Streaming (run_streaming)

Server

None (static HTML)

Python server + GPU

Rendering

WebGPU in browser

Vulkan on server, JPEG to browser

Latency

Zero (local)

Network round-trip

3D support

Yes (WebGPU)

Yes (Vulkan)

Browser

WebGPU required

Any modern browser

Deployment

Any static host

Needs running server + GPU

Startup

~5s (Pyodide load)

Instant

Use web export for distributing games on the web. Use video streaming when you need broader browser support or server-side computation.

Audio

Web exports get full audio via the Web Audio API. AudioStreamPlayer, AudioStreamPlayer2D, and AudioStreamPlayer3D work unchanged — the same code that runs on Vulkan plays in the browser. The engine swaps MiniaudioBackend for WebAudioBackend (packages/web/src/simvx/web/audio/web_backend.py), which bridges the duck-typed backend interface to a JS-side AudioBridge.

Behaviour notes:

  • Source formats — procedurally synthesised numpy buffers ship as float32 PCM through the resource channel. File-backed streams (WAV / OGG / MP3 / FLAC) ship as raw bytes and are decoded by the browser’s AudioContext.decodeAudioData.

  • Spatialisation — distance attenuation, pan, and Doppler run in the player nodes (the same code as desktop). The bridge applies the resulting (gain, pan, pitch) per channel via GainNode and StereoPannerNode. No HRTF — playback matches desktop sample-for-sample.

  • Buses — each AudioBus becomes a GainNode parented to its send_to target. Unlike the desktop backend, bus volume / mute changes propagate live to playing channels (matches Godot / Unity HTML5 export). The desktop backend currently bakes bus state at play time; bringing it in line is tracked in TODO.md.

  • User-gesture gate — browsers require a user interaction before audio plays (autoplay policy). The first keydown / mousedown / touchstart resumes the AudioContext. Sounds triggered before the first gesture are queued (bounded buffer of 32) and replayed on resume.

  • StreamingAudioStreamPlayer with stream_mode = "streaming" plays via an AudioWorkletNode that consumes 16-bit PCM chunks fed at the source sample rate (44.1 kHz). The bridge falls back to ScriptProcessorNode when AudioWorklet is unavailable (legacy Safari < 14.1).

  • Sample rateAudioContext.sampleRate is browser-controlled (typically 48 kHz). Static AudioBuffers are auto-resampled at playback.

Internals — resource channel protocol

The browser-side renderer receives two streams from the Pyodide runtime each frame: the scene binary (viewports, materials, lights, draw groups) and the resource channel (texture / mesh / audio uploads). The resource channel uses a typed TLV wire format so new resource kinds slot in without protocol surgery.

See Resource channel wire format for the full spec, kind registry, Python and JS entry points, and rationale for what stays in-frame vs on the channel.

Limitations

  • WebGPU required — no Canvas2D or WebGL fallback.

  • First load — Pyodide runtime (~15 MB) is downloaded from CDN on first visit. Subsequent visits use the browser cache.

  • Performance — Python in WebAssembly is ~2-5x slower than native. UI-widget games run at 60fps easily; compute-heavy games may need optimisation.

  • No filesystemopen(), subprocess, and filesystem operations are not available.

  • Pyodide packages only — declared dependencies must be available in Pyodide. Pure-Python packages work; C-extension packages need Pyodide-specific builds.