4 ms·
I don't think it's fair to quote "2x to 7x slower". What's exciting about WASM is that is has a lot of potential to get close to native performance, a lot of th
by zimbatm 8y ago
I don't think it's fair to quote "2x to 7x slower". What's exciting about WASM is that is has a lot of potential to get close to native performance, a lot of the tricks just haven't been applied yet.
EDIT: just to support my claim, here is an example of a WASM runtime implementations that run 4x-6x faster than others: https://github.com/perlin-network/life#benchmarks https://github.com/perlin-network/life#benchmarks
- Pigo 8y agoIt definitely has a lot of potential for gaming, look at the unreal engine port. Even if that's all it really ends up being, that is still a pretty big deal. I've been wanting to use it for some b2b applications, or maybe for some reports/charts. Just in places where it makes sense to need that power, but you'd want it in a browser.
- zubspace 8y agoActually I'm really excited about wasm and WebGL inside of the browser. One build target to rule them all. But we're still far, far away from utopia. Unreal and Unity web builds are not production-ready yet. The cross compilation can be brittle, compile time is huge, the resulting assemblies are large and memory consumption is just too high. This leads to many, many problems, which are hard to diagnose. Getting games to work on mobile browsers consistently is nearly impossible. For example, last time I checked, Chrome on Android disables WebGL by default and limits memory to 64mb. Unity is working on "Unity Tiny", but it's in alpha state. Frameworks like Three.js are better suited, but more barebones. Still a long way to go...
- meheleventyone 8y agoI think your Android info must be out of date or specific to certain hardware.
- pjmlp 8y agoYep, I have seen it. "Stage3D - The Demo of Porting Epics Unreal Engine to Flash" https://www.youtube.com/watch?v=_EBxd2tFEvU https://www.youtube.com/watch?v=_EBxd2tFEvU