Aether’s native engine, in your browser

Browser build native-browser-1 extends the CP152 source with native Studio, native project tools and exact CAD. The desktop installers retain their existing 0.10.152 identity.

This is a substantial browser port, with remaining platform differences. The native viewport uses the software renderer. Desktop GPU rendering, native socket multiplayer and operating-system integrations are not available. Full browser parity is not claimed.

Choose your workspace

WorkspaceUse it for
Shared editorThe existing browser interface, .aether.json projects, WebGL rendering and playable web exports. Modeling now runs 32 native mesh and UV operations and 17 native modifiers. Material recipes support 27 native expressions baked into PBR textures. The existing 2D and terrain workflows remain available.
Native StudioAether’s C++ desktop editing interface compiled to WebAssembly: native .alevel projects, editing workspaces and in-editor Play. Browser file dialogs replace operating-system dialogs. Save files in Studio before downloading a project ZIP.
Native project toolsOpen from the shared editor’s Modeling panel. Run 107 native engine operations against a native project, including architecture, modifiers, animation, Blueprint wiring, simulation, terrain, CAD and content packaging. Complex operation parameters use JSON. This panel previews evaluated actor meshes; use Native Studio for world sidecars and Play.
Native PlayerImport a cooked project ZIP and select its game.aepak. The native runtime loads the package and runs through the browser presentation layer.

Project files and recovery

Native Studio saves its workspace in this browser’s IndexedDB. One native Studio or Player tab can use that workspace at a time, so simultaneous tabs cannot overwrite each other’s files. Use Download project ZIP to keep a portable backup. Clearing site data removes the local copy. Native project tools have their own saved workspace; use ZIP export and import to transfer files between the two interfaces. The shared editor’s .aether.json format and native .alevel format remain distinct.

Native Studio accepts up to 128 MiB and 4096 imported project files. The advanced project tools use a 48 MiB, 2048-file budget. Imports validate paths and decompressed ZIP sizes. Browser-only projects cannot compile Windows or Linux executables; they can cook native content for Player and generate web exports.

Modeling, materials and CAD

The shared editor stores a native model’s original geometry, operation recipe and evaluated mesh. Face selection, modifier stacks, UV inspection and saved bakes survive reopening and export. Target-based modifiers use the target’s transform at rebuild time: rebuild after moving a target.

Conversion preserves a single standard PBR material and embedded textures. Skinned, morphing, instanced and multiple-material source conversions are rejected explicitly. Shared-editor material recipes are static UV texture bakes; time, camera and world-position effects do not become dynamic shaders. These limits do not turn a bake into a full shader graph.

Native project tools and Native Studio use the Open CASCADE 7.9.3 exact-solid kernel, compiled to WebAssembly. Editable CAD recipes, sketch constraints, STEP and IGES workflows use the native engine rather than mesh-only substitutes.

Verification and limits

Recorded checks cover 49 native/WASM mesh-operation and modifier comparisons; all 41 terrain nodes; saved geometry and PBR textures; shared-editor project reopening and exported-game playback; native architecture, modeling, retopology, animation, Blueprint, navigation, terrain and cooked-package tests. Native Studio checks cover native editing, Save/Open dialogs, unsaved-change cancellation, audio output, Play/Stop, content cooking, ZIP download and browser reload persistence. Its cooked package also passes the native Player validator. Native Player checks cover cooked-package import, launch, rendering, keyboard movement, Blueprint SaveGame/LoadGame and browser reload persistence. Browser audio uses the native PCM cue bank with overlapping voices, distance attenuation and stereo panning. Sound starts after a click or key press. Shift+F1 releases native mouse capture so browser toolbar controls can be used. Browser checks use software Chromium. Physical GPU behavior and mobile performance have not been verified.

The native engine runs on one browser thread. Large CAD parts, terrain builds, planet streaming, path tracing and heavy simulations can pause the interface. Graphics performance and floating-point details can differ across targets; saved terrain and model bakes preserve unchanged scenes. Native network sessions, OS process launching and external desktop toolchains require their desktop backends.

Hosted modeling requests accept up to 20,000 input vertices and triangles and use a bounded native heap; use the browser editor for larger meshes. The shared hosted MCP catalog and native project catalog are separate APIs. The shared catalog exposes 127 tools; native project tools expose 107. The installed ChatGPT preview connector is a separate deployment and is not upgraded by this browser release.