No install, no store
The game runs in a browser tab on WebGPU. A link is the whole distribution channel.
Scale, determinism and zero-install delivery make Bract a strong engine for games. They are exactly what simulation and digital twin teams need too.
Players click and they are in. Bract was built for worlds too large to author by hand, with streaming, LOD and shadows designed to hold up from the horizon to the ground under the player.
The game runs in a browser tab on WebGPU. A link is the whole distribution channel.
Terrain, biomes, foliage and water are generated deterministically, so a large world ships in kilobytes.
Double-precision positions and a floating origin let players travel from orbit to the ground without precision artifacts.
Fixed-step, tiered-deterministic simulation makes replays, rollback and networked play practical.
Playbook rules, compute particles and spatial audio react to gameplay events without bespoke code.
Build, tune and play-test worlds in the same environment the player will use.
Training, research and autonomy work need runs that can be repeated exactly. Bract treats determinism and headless execution as engine features, not afterthoughts.
Bit-exact CPU math, structurally stable GPU generation and visually stable rendering, each guarded by CI canaries.
A null render adapter runs the full engine without a GPU, so scenarios can run at scale in CI or the cloud.
Jolt, Havok and a native solver sit behind one adapter contract. Compare solvers without rewriting scenarios.
Spectral atmosphere, sun position from ephemeris data, weather and FFT oceans give sensors a credible world.
Seeded procedural generation produces endless, reproducible terrain variations for coverage testing.
Send a link instead of a build. Reviewers open the same scenario in their browser.
Digital twins are only useful when people can reach them. Bract streams large environments into a browser tab, so operators, clients and field teams can share one live view without installing anything.
Stakeholders open a link on the hardware they already have. No plugin, no desktop client, no IT ticket.
A residency system pages geometry, textures and shadows by camera need under a fixed GPU budget.
Surface detail and refinement geometry stream on demand, keeping close-up detail without loading the whole site.
Double-precision world space keeps sites, regions and whole planets in one coordinate system.
Time of day, sun position and weather are simulated, so the twin shows light and conditions as they are.
Every subsystem sits behind a typed contract, so data feeds and custom tools attach without forking the engine.
Early access opens in waves for studios, technical artists and teams building large worlds on the web. Tell us what you are making.