⚠️ Experimental. This port is under active development: expect rendering glitches, missing subsystems (audio, multiplayer), broken saves, and breaking changes between commits. Not affiliated with or endorsed by EA.
GeneralsXWeb is a WebAssembly port of GeneralsX, the cross-platform build of Command & Conquer: Generals - Zero Hour. The engine compiles to wasm with Emscripten and renders through Dvijoke d8web, a Direct3D 8 → WebGL2 translation layer. No streaming, no server-side execution - the whole engine runs in your browser tab.
Play it at Igroteka - the site stages your own game files (Steam copy required) into browser storage; nothing is uploaded or hosted.
gameplay.mp4
cold boot, .big
asset load, main menu, skirmish setup, and a base going up under AI pressure -
one Safari tab, no streaming, no server.
- Boots to the animated shell map and main menu at 1024×768 (WebGL2)
- Full INI/asset pipeline from the original
.bigarchives - Skirmish AI scripts, menu UI, text rendering, game options
- Tested in Safari and Chrome; Brave needs its fingerprint shield off
wasmCMake preset, Emscripten toolchain (cmake --preset wasm, thencmake --build build/wasm --target GeneralsXZH.js)wasm/holds the browser glue: boot harness and the d8web bridge shim- Graphics go through the statically linked d8web backend instead of DirectX
- Electronic Arts - original engine source, released under GPL v3
- TheSuperHackers/GeneralsGameCode - community mainline
- fbraz3/GeneralsX - Linux/macOS cross-platform base this fork tracks
- GeneralsXWeb - the browser/WebAssembly port (this repository)
GPL v3, same as the source it derives from - see LICENSE.md. Game assets are not included and never will be: you need your own copy of Zero Hour.


