Net Forge and Godot web export: when to use each
Net Forge, the open-source multiplayer browser game engine built for AI coding agents, is published on npm under @netforge with source at github.com/netnetdev/net-forge.
Pick Godot when you want a full desktop editor, 2D and 3D in one engine, and the option to ship the same project to desktop, mobile and the web. Pick Net Forge when the browser is the main target and the game is online: it is TypeScript end to end, starts from a finished multiplayer template, and its rooms run the same simulation as the page.
npm create netforge@latest my-game -- --template survivor --yesAt a glance
| Godot (web export) | Net Forge | |
|---|---|---|
| What it is | "Your free, open-source game engine" for 2D and 3D, with an editor (godotengine.org) | A browser game engine plus ten multiplayer templates |
| Language | GDScript, C# (desktop and mobile only in Godot 4), C++ through GDExtension | TypeScript |
| Rendering on the web | WebGL 2.0 through the Compatibility renderer (Exporting for the Web) | three.js, WebGPU with a WebGL2 fallback |
| Multiplayer on the web | WebSocket client and WebRTC; raw sockets are not available in browsers (Exporting for the Web) | Authoritative room host stepping the same simulation the client predicts with |
| License | MIT (Godot license) | MIT |
| Latest version (checked 2026-10-23) | 4.7.2 | @netforge/engine 0.2.0 |
| Best for | Games that ship on several platforms and are built in an editor | Online games that live in the browser and are built in code, often with an agent |
When to pick Godot
- You want an editor. Godot is a complete visual editor with scenes and nodes for 2D and 3D (godotengine.org).
- You ship to many platforms. The same project exports to desktop, mobile and the web, and even XR.
- You want Godot's 2D engine. Godot has a dedicated 2D engine that works in pixel coordinates.
- Single-player or small web builds. Godot 4.3 and later default to a single-threaded web export that needs no special server headers (Exporting for the Web).
When to pick Net Forge
- The browser is the platform. Net Forge is plain TypeScript and three.js, so it uses WebGPU where the browser has it and WebGL2 otherwise. Godot's web export targets WebGL 2.0 through its Compatibility renderer.
- The game is online. One simulation,
@netforge/engine-sim, steps the world on the room host and predicts it in each browser. See Netcode and prediction. - You want to start from a finished game. Ten templates already have netcode, bots, touch controls and a store. See Templates.
- An agent does the editing. Rules are one typed file,
src/game.ts, checked bynpm run checkwith headless bots. See Let an AI agent build your game.
Honest limits of Net Forge
Net Forge has no visual editor and does not export to desktop or mobile apps; it runs in the browser. It is young (0.2.0) and covers ten genres. Game code may import only @netforge/engine, so new mechanics outside the declarative API need changes in the template. The public repository's room host is for play on your own computer and network; the production room server is the hosted Net Forge service.
Moving from Godot
| Godot | Net Forge |
|---|---|
| Scene tree and nodes | game() plus prefabs declared in src/game.ts |
GDScript _process and _physics_process | system() callbacks that run on the 30 Hz simulation tick |
CharacterBody3D and physics bodies | The Rapier character motor and bodies in @netforge/engine-sim |
High-level multiplayer (MultiplayerAPI, RPCs) | The template's authoritative room; clients send inputs, the room sends snapshots |
Imported .glb and .tscn resources | Library asset ids such as "style.lowpoly.bat", in six art styles |
| Export templates and HTML shell | npm run play builds the client; see Deploy and host your game |
A first step: start the template nearest your game, then port one mechanic at a time into src/game.ts.
npm create netforge@latest my-game -- --template dungeon --yes
cd my-game
npm run playFor a side-by-side table of the 3D options, see 3D multiplayer browser game engines compared.
FAQ
Can a Godot game run in the browser?
Yes. Godot 4 exports to the web with the Compatibility renderer on WebGL 2.0. C# projects in Godot 4 cannot be exported to the web; Godot's docs point to Godot 3 for that (Exporting for the Web).
Do Godot web exports need special server headers?
Only the multithreaded export does. It needs cross-origin isolation (Cross-Origin-Opener-Policy: same-origin and Cross-Origin-Embedder-Policy: require-corp) or the PWA option's workaround. The single-threaded export, the default since 4.3, does not.
Is Net Forge a Godot alternative?
For online games that live in the browser and are written in TypeScript, it can be. For an editor-driven game that ships to several platforms, Godot is the better fit.
Can I reuse my Godot models?
Not directly. Net Forge games reference models by library id. Use the closest library models, or see Assets and art styles for how the library is organised.