Frequently Asked Questions
We are the same team behind Awesomium (c. 2008), the first HTML engine for games and desktop apps (used by EA, Square Enix, QuickBooks, and many more).
In 2015, we made the bold decision to move off Chromium and rewrite the library with a focus on performance, portability, and ease-of-use. The result is Ultralight.
We launched a private beta in 2018 and have been working with leading game studios and tech companies to refine the technology ever since.
Ultralight currently supports the following platforms:
- Windows (x64)
- macOS (x64 / arm64)
- Linux (x64 / arm64)
- Xbox
- PlayStation 4
- PlayStation 5
Ultralight is a custom fork of WebKit / Safari and supports most modern web features with the exception of WebGL, WebRTC, and HTML5 Video/Audio (currently experimental).
There are a few other things missing which you can track here.
We recommend trying out the Browser (Sample #8) in the SDK to get an idea of what Ultralight is capable of today.
Yep! Ultralight uses the same JavaScript engine as WebKit/Safari.
If your engine supports dynamic textures, you can use it with Ultralight.
Our CPU renderer can render to an offscreen bitmap for upload to a texture (see Sample 7 - OpenGL Integration) or— if you need extra performance— the engine can render directly to the GPU using low-level driver commands.
See our game integration guide for more info.
We maintain official API for C++ and C.
Several awesome members of our community maintain bindings for C#, Java, Rust, and Go on top of our portable C API.