February 07, 2023 Re: Hipreme Engine is fully ported to WebAssembly | ||||
---|---|---|---|---|
| ||||
Posted in reply to Hipreme | 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. |
Copyright © 1999-2021 by the D Language Foundation