WebGL vs desktop PC games: what creators lose when the browser is the ceiling
WebGL can be useful for browser games and quick previews. It becomes a ceiling when the creator wants the richer path of a real desktop PC game.
WebGL is useful, but it is not the same promise
WebGL can be the right target for some browser games. Flockbay uses the browser differently: as a fast preview surface for a real Godot/Flockbay Engine project that remains aimed at a desktop PC build.
Creators lose room to grow when browser output is the ceiling
A browser-only ceiling can make desktop packaging, richer input, large assets, local performance, platform behavior, and native-only features harder to prove honestly. Those are not details when the goal is a PC game people can keep playing outside a tab.
Real project files keep the game editable
When the source project is real, Director 1 can keep changing scenes, scripts, controls, assets, levels, and feel. The creator can move from rough preview feedback into deeper iteration instead of starting over from a locked output.
The better comparison is ceiling, not convenience
The browser wins on convenience for the first checkpoint. Desktop PC wins when the game needs a higher ceiling. Flockbay gives creators both: fast preview first, real Godot project path underneath.