On Wednesday, 15 March 2023 at 17:35:42 UTC, ChrisG wrote:
On Wednesday, 15 March 2023 at 03:44:21 UTC, Hipreme wrote:
Hipreme Engine has been ported to WASM.
There's a way to include the custom runtime I'm using right now. You can use almost the complete runtime, although it does not collect. If you're not leaking memory you're fine.
Wow. That's an impressive feat.
This is the runtime you're using for wasm?
Yes, you can follow the code from my engine as a guide into how to integrate the custom runtime in your project.
Also, if you wish to try dub libraries compiled with that custom runtime, you'll need to set the
DFLAGS variable before calling
dub. This is the reason you'll find plenty of shell and batch files.
Hipreme Engine has its own standard library as I prefer having this kind of control for testing on every platform, and also not even depending on libc. Although that happens, I still have a minimal libc port localized on
modules/d_std of my engine.
If you wish to work with WASM, you'll need to deal with some problems such as loading files, getting directory files list, or those things which my engine has already dealt with as it needs a FS abstraction for every platform.
It is quite some work but well, everything has been done, specially since I used +- 1 month to get this runtime to that level. This custom runtime also works on PS Vita.