Hipreme Engine is fully ported to WebAssembly
H. S. Teoh
hsteoh at qfbox.info
Wed Feb 8 00:52:02 UTC 2023
On Fri, Feb 03, 2023 at 01:41:35PM +0000, Hipreme via Digitalmars-d-announce wrote:
> This has been finished for quite a time but I was polishing some features.
>
> I'll save this post to 4 things:
>
> **Advertise that [Hipreme Engine](https://github.com/MrcSnm/HipremeEngine)
> is now supporting 5 platforms**, being those:
>
> - Xbox Series
> - Windows
> - Linux
> - Android
> - Browser
This is awesome! Now I definitely have to look into this when I get
around to my web project again.
[...]
> **2. D performance on web**:
>
> Incredible. This game runs with 5% CPU usage on web, and it still has
> many optimization opportunities that I didn't run for, such as:
[...]
Nice!
[...]
> - What is the slowest part of D? The JS bridge. The bloat is all over
> there, executing code from the bridge is by a magnitude of 10x slower
> than a single side code. Thankfully my engine has already dealt with
> that by every OpenGL call being batched.
[...]
Yeah, just as I expected, the JS bridge is a bottleneck. But hopefully
as WASM matures more, we may be able to bypass JS, probably partially at
first, eventually completely, hopefully.
T
--
Spaghetti code may be tangly, but lasagna code is just cheesy.
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