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Re: [Public WebGL] async shader compiliation

I currently have a bug on that demo build that it does not cache the wasm.gz file, the page only caches the compiled Wasm Module, which Chrome does not support. We'll have a version soon which first tries to cache the Module, and if that fails, it'll try to cache the original wasm.gz bytes instead. That should go live soon for when Chrome launches Wasm support (next week?)

2017-03-07 21:02 GMT+02:00 Florian Bösch <pyalot@gmail.com>:
On Tue, Mar 7, 2017 at 7:51 PM, Maksims Mihejevs <max@playcanvas.com> wrote:
WebAssembly compilation is still stalling a browser for about 15 seconds.

Well they are compiling Unreal Engine (which is a bunch of C++ code) trough emscripten (which is known to produce copious amounts of output. I think a WebAssembly and Web optimized language will have far smaller bytecode, load faster and have faster development times than running a C++ compiler everytime you change a line.