Did they post a breakdown of 'other?' I'm curious how popular Love2D was.
comments
Getting closer, it's GD.PushError and some other functions with 7 parameters under the hood. (a little confused why these aren't generated, or how the native equivalent to GD.PushError("Blah") has 7 params, maybe it tries to look up all candidates) ... I need to do something else for the next hour or so, and then can get back to this. My automated and manual tests always fail on errors so ironically that led to GD.PushError never being tested.
In related news, who ever in the .NET/mono team thought it was a good idea to call native signature strings "cookies" in the context of WASM specifically deserves a villain award... I navigated away from the documentation page three times thinking it was about web cookies.
Awesome! Let me know if you need anything else and feel free to keep the project around as test case.
I think Godot converts the Blender files internally so good to hear that it works now with the path set.
Ah fair enough. I assumed they kept up with each other. Anyway the point stands - LibreOffice is nowhere near MS Office, or even Google Docs really.
I should try it again.
Oh yea I’m using it, too.
LibreOffice is just a fork of OpenOffice
Yeah, but it has been forked in 2010 and Open Office final release was in 2011, there are like 15 years of updates
Awesome, thanks for the detailed report and prepared repository to reproduce in. The failure is a bit different on my end - first I get a bunch of issues trying to serve the blender files (which it shouldn't, on the web, very likely my bug! bad dog, bad dog... - should already be imported), and then I get your crash. Is this what you get, too?
Game seems to run okay in the editor. I'm working on making the blender import happen correctly or raise an error during the 2dog import step, I think this is where it goes wrong. (also, fantastic test case for future tests... I built 2dog because of resource import issues, now resource import bites me in the belly yet again, ha.)
Edit: No, the problem is not the missing blender import, after correctly setting it to my blender path I get your behaviour. Which is great, only need to find the missing native trampoline now...
For someone who's never done any programming in their lives, but knows a bit about PowerShell and Bash/Command Line scripting - how difficult is Godot to get into, just for some unserious playing around?
We started in Forward+ rendering so it is definitely possible that something went wrong when switching to Compatibility renderer. I did a blank test project and everything went fine so it must be something related to the project.
do you have a public repo with the game jam entry somewhere?
Yes! It's open source and I made a branch with the renderer switched to Compatibility and our water shader removed (incompatible with Compatibility renderer). Should be able to just add 2dog right away and run it. (The regular desktop build runs fine)
You can find it here: https://gitlab.com/gmtk26zbandco/gmtk26-godot-game/-/tree/web-build
You could also try to create a source map: dotnet publish -c Release -p:WasmEmitSymbolMap=true -p:WasmNativeStrip=false
I added the source map and the stack trace looks more usable now:
Full error
[MONO] /__w/1/s/src/runtime/src/mono/mono/mini/aot-runtime-wasm.c:188 <disabled>
Mc<@wasm_native_to_interp_GodotSharp_Godot_Bridge_ScriptManagerBridge_CreateManagedForGodotObjectScriptInstance (http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:172284
dotnet.native.wasm.wasm_trace_logger@:wasm-function[161353]:0x283a3f9
dotnet.native.wasm.eglib_log_adapter@:wasm-function[148375]:0x2640662
dotnet.native.wasm.monoeg_g_logv_nofree@:wasm-function[148280]:0x263e7bf
dotnet.native.wasm.monoeg_g_log@:wasm-function[148282]:0x263e88f
dotnet.native.wasm.monoeg_g_log_disabled@:wasm-function[148283]:0x263e8c4
dotnet.native.wasm.mono_wasm_get_interp_to_native_trampoline@:wasm-function[151868]:0x26f0907
dotnet.native.wasm.ves_pinvoke_method@:wasm-function[147551]:0x261556b
dotnet.native.wasm.mono_interp_exec_method@:wasm-function[147539]:0x260893b
dotnet.native.wasm.mono_thread_info_current@:wasm-function[148504]:0x26446fb
dotnet.native.wasm.interp_throw_ex_general@:wasm-function[147541]:0x26149c6
dotnet.native.wasm.mono_interp_exec_method@:wasm-function[147539]:0x2608867
dotnet.native.wasm.interp_runtime_invoke@:wasm-function[147589]:0x261680e
dotnet.native.wasm.mono_jit_runtime_invoke@:wasm-function[151658]:0x26e159e
dotnet.native.wasm.do_runtime_invoke@:wasm-function[150592]:0x26aff97
dotnet.native.wasm.mono_runtime_invoke_checked@:wasm-function[150591]:0x26aff53
dotnet.native.wasm.mono_runtime_try_invoke_byrefs@:wasm-function[150687]:0x26b5306
dotnet.native.wasm.ves_icall_InternalInvoke@:wasm-function[149718]:0x268592e
dotnet.native.wasm.ves_icall_InternalInvoke_raw@:wasm-function[149814]:0x2689e7b
dotnet.native.wasm.do_icall@:wasm-function[147637]:0x26189f1
dotnet.native.wasm.do_icall_wrapper@:wasm-function[147549]:0x261538f
dotnet.native.wasm.mono_interp_exec_method@:wasm-function[147539]:0x2608835
dotnet.native.wasm.mono_assertion_message_disabled@:wasm-function[148285]:0x263e908
dotnet.native.wasm.ftnptr_to_imethod@:wasm-function[147548]:0x2615271
dotnet.native.wasm.mono_interp_exec_method@:wasm-function[147539]:0x2608764
dotnet.native.wasm.interp_entry@:wasm-function[147626]:0x261817a
dotnet.native.wasm.interp_entry_static_ret_4@:wasm-function[147665]:0x26198f5
dotnet.native.wasm.wasm_native_to_interp_GodotSharp_Godot_Bridge_ScriptManagerBridge_CreateManagedForGodotObjectScriptInstance@:wasm-function[161284]:0x2838975)
dotnet.native.wasm.CSharpScript::_create_instance(Variant const**, int, Object*, bool, Callable::CallError&)@:wasm-function[105210]:0x1bfe612
dotnet.native.wasm.CSharpScript::instance_create(Object*)@:wasm-function[105221]:0x1c012a3
dotnet.native.wasm.Object::set_script(Variant const&)@:wasm-function[137662]:0x2419e21
dotnet.native.wasm.SceneState::instantiate(SceneState::GenEditState) const@:wasm-function[42805]:0xa44c80
dotnet.native.wasm.PackedScene::instantiate(PackedScene::GenEditState) const@:wasm-function[42808]:0xa46e43
dotnet.native.wasm.Main::start()@:wasm-function[133508]:0x230c7e8
dotnet.native.wasm.GodotInstance::start()@:wasm-function[134260]:0x232b9bc
dotnet.native.wasm.MethodBindTR<bool>::ptrcall(Object*, void const**, void*) const@:wasm-function[137157]:0x23ff93a
dotnet.native.wasm.gdextension_object_method_bind_ptrcall(void const*, void*, void const* const*, void*)@:wasm-function[87320]:0x14f1f59
dotnet.native.wasm.do_icall@:wasm-function[147637]:0x26189d3
dotnet.native.wasm.do_icall_wrapper@:wasm-function[147549]:0x261538f
dotnet.native.wasm.mono_interp_exec_method@:wasm-function[147539]:0x2608835
dotnet.native.wasm.interp_runtime_invoke@:wasm-function[147589]:0x261680e
dotnet.native.wasm.mono_jit_runtime_invoke@:wasm-function[151658]:0x26e159e
dotnet.native.wasm.do_runtime_invoke@:wasm-function[150592]:0x26aff97
dotnet.native.wasm.mono_runtime_invoke_checked@:wasm-function[150591]:0x26aff53
dotnet.native.wasm.mono_runtime_try_invoke_byrefs@:wasm-function[150687]:0x26b5306
dotnet.native.wasm.ves_icall_InternalInvoke@:wasm-function[149718]:0x268592e
dotnet.native.wasm.ves_icall_InternalInvoke_raw@:wasm-function[149814]:0x2689e7b
dotnet.native.wasm.do_icall@:wasm-function[147637]:0x26189f1
dotnet.native.wasm.do_icall_wrapper@:wasm-function[147549]:0x261538f
dotnet.native.wasm.mono_interp_exec_method@:wasm-function[147539]:0x2608835
dotnet.native.wasm.interp_runtime_invoke@:wasm-function[147589]:0x261680e
dotnet.native.wasm.mono_jit_runtime_invoke@:wasm-function[151658]:0x26e159e
dotnet.native.wasm.do_runtime_invoke@:wasm-function[150592]:0x26aff97
dotnet.native.wasm.mono_runtime_try_invoke@:wasm-function[150601]:0x26b0803
dotnet.native.wasm.mono_runtime_invoke@:wasm-function[150637]:0x26b2ce0
dotnet.native.wasm.mono_wasm_invoke_jsexport@:wasm-function[161345]:0x2839f50
createDotnetRuntime/Module._mono_wasm_invoke_jsexport@http://127.0.0.1:8000/_framework/dotnet.native.js:14520:195
wn@http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:29440
Vc/<@http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:178845
Vc@http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:178996
async*Godot/Module.callMain@http://127.0.0.1:8000/godot.js:70:37
SafeEngine/start/Engine</</<@http://127.0.0.1:8000/godot.js:894:24
promise callback*SafeEngine/start/Engine</<@http://127.0.0.1:8000/godot.js:893:25
SafeEngine/start/Engine<@http://127.0.0.1:8000/godot.js:886:13
promise callback*start@http://127.0.0.1:8000/godot.js:865:22
SafeEngine/startGame/Engine<@http://127.0.0.1:8000/godot.js:932:22
promise callback*startGame@http://127.0.0.1:8000/godot.js:931:8
@http://127.0.0.1:8000/:146:24
@http://127.0.0.1:8000/:161:10
logging.ts:129:25
Thanks for taking the time!
Oof, looks like a Godot crash, do you have a public repo with the game jam entry somewhere? I probably have to dig a little deeper, my suspicion is something related to some kind of native function/trampoline being completely missing. (weird)
You could also try to create a source map: dotnet publish -c Release -p:WasmEmitSymbolMap=true -p:WasmNativeStrip=false
↘️⬇️↙️
➡️⭕⬅️
↗️⬆️↖️
From what I know, it's still not great for giant open-world Skyrim type games, but it's quite respectable otherwise. You may want to take a look at the 2025 showcase, as well as Road to Vostok to see what it's capable of.
Openshot has always been very crash prone for me. Kdenlive is currently the best FLOSS video editor, IMO.
Long live open source game engines. Death to Unreal and Unity.
I love that as godot grows, unity shrinks.

The thumbnail: 😯👉
I tried exporting our GMTK game jam project but there's an error when running it in browser:

Want me to create an issue for it or is this a known issue?
Full error
[MONO] /__w/1/s/src/runtime/src/mono/mono/mini/aot-runtime-wasm.c:188 <disabled>
Mc<@mono_wasm_invoke_jsexport (http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:172284
@:wasm-function[161353]:0x27db323
@:wasm-function[148375]:0x25e923b
@:wasm-function[148280]:0x25e743d
@:wasm-function[148282]:0x25e750b
@:wasm-function[148283]:0x25e7540
@:wasm-function[151868]:0x26965df
@:wasm-function[147551]:0x25be71a
@:wasm-function[147539]:0x25b1b0d
@:wasm-function[148504]:0x25ed1d9
@:wasm-function[147541]:0x25bdb91
@:wasm-function[147539]:0x25b1a39
@:wasm-function[147589]:0x25bf98f
@:wasm-function[151658]:0x26875df
@:wasm-function[150592]:0x2656cb5
@:wasm-function[150591]:0x2656c71
@:wasm-function[150687]:0x265bea9
@:wasm-function[149718]:0x262d509
@:wasm-function[149814]:0x263183c
@:wasm-function[147637]:0x25c1ae8
@:wasm-function[147549]:0x25be542
@:wasm-function[147539]:0x25b1a07
@:wasm-function[148285]:0x25e7584
@:wasm-function[147548]:0x25be424
@:wasm-function[147539]:0x25b1936
@:wasm-function[147626]:0x25c127f
@:wasm-function[147665]:0x25c29d2
@:wasm-function[161284]:0x27d98bf
@:wasm-function[105210]:0x1bc1a8b
@:wasm-function[105221]:0x1bc46ba
@:wasm-function[137662]:0x23c7ae1
@:wasm-function[42805]:0xa2ed8c
@:wasm-function[42808]:0xa30f39
@:wasm-function[133508]:0x22bbe6f
@:wasm-function[134260]:0x22daeb9
@:wasm-function[137157]:0x23adb33
@:wasm-function[87320]:0x14c7cdb
@:wasm-function[147637]:0x25c1aca
@:wasm-function[147549]:0x25be542
@:wasm-function[147539]:0x25b1a07
@:wasm-function[147589]:0x25bf98f
@:wasm-function[151658]:0x26875df
@:wasm-function[150592]:0x2656cb5
@:wasm-function[150591]:0x2656c71
@:wasm-function[150687]:0x265bea9
@:wasm-function[149718]:0x262d509
@:wasm-function[149814]:0x263183c
@:wasm-function[147637]:0x25c1ae8
@:wasm-function[147549]:0x25be542
@:wasm-function[147539]:0x25b1a07
@:wasm-function[147589]:0x25bf98f
@:wasm-function[151658]:0x26875df
@:wasm-function[150592]:0x2656cb5
@:wasm-function[150601]:0x26574fc
@:wasm-function[150637]:0x265991d
@:wasm-function[161345]:0x27dae8c)
createDotnetRuntime/Module._mono_wasm_invoke_jsexport@http://127.0.0.1:8000/_framework/dotnet.native.js:14520:195
wn@http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:29440
Vc/<@http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:178845
Vc@http://127.0.0.1:8000/_framework/dotnet.runtime.js:3:178996
async*Godot/Module.callMain@http://127.0.0.1:8000/godot.js:70:37
SafeEngine/start/Engine</</<@http://127.0.0.1:8000/godot.js:894:24
promise callback*SafeEngine/start/Engine</<@http://127.0.0.1:8000/godot.js:893:25
SafeEngine/start/Engine<@http://127.0.0.1:8000/godot.js:886:13
promise callback*start@http://127.0.0.1:8000/godot.js:865:22
SafeEngine/startGame/Engine<@http://127.0.0.1:8000/godot.js:932:22
promise callback*startGame@http://127.0.0.1:8000/godot.js:931:8
@http://127.0.0.1:8000/:146:24
@http://127.0.0.1:8000/:161:10
logging.ts:129:25
Mc logging.ts:129
<anonymous> source47:41792291
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_mono_wasm_invoke_jsexport dotnet.native.js:14520
wn managed-exports.ts:287
Vc managed-exports.ts:65
Vc run.ts:71
callMain godot.js:70
Engine godot.js:894
(Async: promise callback)
Engine godot.js:893
Engine godot.js:886
(Async: promise callback)
start godot.js:865
Engine godot.js:932
(Async: promise callback)
startGame godot.js:931
<anonymous> (index):146
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Oh, yeah, totally doable. Godot's 2d is amazing
Personally I think the threat of a company retroactively declaring I owe them a percentage of my gross income beats out any convenience.
GIMP had the migration to GTK 3.0 (which is already outdated and replaced by 4.0) recently. It modernised a lot of things but didn't change the UX fundamentally.
FreeCAD
FreeCAD is actually pretty good finally to be fair. Still not as good as Solidworks, but definitely usable. I dunno about its CAM capabilities though.
OpenSCAD
Yeah useful if you are making gears, pulleys, fasteners, art etc. Otherwise no. You're not going to design a fork lift or motorcycle with OpenSCAD.
For simulation there is Octave, scilab, sympy, einsteinpy and other python projects.
I meant SystemVerilog simulation - Questa, Xcelium, VCS, Verilator. Verilator is the only open source option and while it is useful it is very far behind the commercial offerings in many ways.
openshot
Unusuable last time I tried. Blender's VSE is still better even though it is buggy.
Opensource software have no budget and no money ... With opensource you can ... You can’t kill it
I wasn't arguing the merits or flaws of open source. Also just because you can always take the source code and fork it blah blah blah doesn't mean that actually happens. There are plenty of great open source projects that died because nobody did that. I'm saddest about Dia, which was a really great diagramming tool that is long dead. The modern replacement is Draw.io but that's no longer open source and has some annoying flaws (e.g. you can't export rich text to SVG).
Maybe I should use AI to modernise Dia or something. It's not too bad at that sort of thing.
I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.
LibreOffice is just a fork of OpenOffice. I believe I was actually using LibreOffice.