Ultra-fast, ultra-light, standards-compliant HTML renderer for applications and games.
Based on WebKit— supports most modern HTML5, CSS, and JavaScript features while still remaining light and configurable.
Currently available for Windows, macOS, Linux, and Xbox.
Official API available for C and C++ (community-maintained bindings also available for C#, Java, Rust, and Go).
Dual, high-performance renderers for a variety of target environments.
Our high-performance GPU renderer can render HTML directly on the GPU via Direct3D, Metal, OpenGL, or your own engine.
Our SIMD-accelerated CPU renderer can render HTML quickly to a bitmap and be integrated with only a few lines of code.
Small in binary size and memory usage.
We've stripped WebKit down to just the essentials and built a custom renderer from scratch to deliver memory-efficient performance in a small package.
Configure low-level allocator behavior, identify memory hotspots, integrate your existing resource loader, and more.
Power your next game's UI with HTML/JS
Render HTML to an in-game texture using our CPU renderer or take performance to the next level using our GPU renderer.
Take advantage of our low-level platform API— integrate our resource loader with your game's existing asset pipeline.
Game Integration GuideBuild portable desktop apps with HTML/JS
Get the best of both worlds by building your native C/C++ desktop app's front-end with modern HTML/CSS/JS.
Take advantage of our AppCore framework to launch cross-platform windows and render to OS-native GPU surfaces.
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Free* for indie developers
with < $100K annual revenue.
Partial source code (open-source only).
Community support only.
No static linking allowed.
*A license must be purchased once gross revenue exceeds $100K. Review terms here.
$2000
per app / per year
Purchase OnlineFor startups and small businesses
with < $50M in annual revenue.
Full source code and build tools.
Dedicated engineering support
Statically link to proprietary modules.
Additional profiling and debugging tools.
Review the terms online here.
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For large organizations with more complex licensing needs.
Custom development and 1-on-1 integration consulting.
Industrial-grade support contracts and service level agreements.
Volume discounts, engine licensing.
site licensing, and more.
We are the HTML embedding experts.
Originally founded in 2008 as an open-source project named "Awesomium", we pioneered and developed the very first Chromium embedding solution for games and applications— reaching 100K+ downloads in only a few months.
In 2009, CCP Games provided us with a grant to commercialize the product and build out support services. Since then, our solution has been used to display HTML inside thousands of commercial applications and games. We've powered desktop applications, broadcast visuals, museum art installations, online PC games, airport kiosks, medical device interfaces, and more.
In 2014 we began an ambitious rewrite with the goal of building a faster, lighter, portable HTML renderer based on WebKit. These efforts succeeded and, in 2018, we rebranded as "Ultralight" with the exciting launch of our new renderer.
Ultralight supports most major desktop PC platforms. Specifically, Windows (7+, x64), macOS (Sierra or later), and Linux (Ubuntu/Debian 9.5+, x64).
We don't currently support 32-bit (WebKit dropped 32-bit support in JavaScriptCore in 2018) but we're working on a multi-process API that will allow 32-bit application hosts to use our 64-bit DLL out-of-process on 64-bit machines.
We're currently porting Ultralight to Xbox One and PS4, with plans to port it to ARM64 and others soon after.
Ultralight supports most major websites out of the box!
There are few things still missing which you can track here.
We recommend trying out the Browser sample 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.
We've open-sourced a large portion of our source-code!
You can find our WebCore and AppCore modules on GitHub here.
The UltralightCore and Ultralight modules are proprietary— source code can be obtained with purchase of a commercial license.