Earlier quoted context omitted.
Every company they apply to will be leveraging LLMs. Time to get over it. No need to be grumpy old man about such things. Every generation has faced such foes. The old always yields to the new. For the times they are a-changin'
You can’t vibe code a production capable C compiler if you’ve never written one. Sure, companies are asking for LLM experience. But whether they know it or not they are also hiring someone who knows what they’re doing with the output. Projects like this are still worth doing by hand. I’d dare say it’s even enjoyable.
WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
31–40 of 45 posts
Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#32> Dolphin isn’t on iOS, because you can’t do JIT compilation on iOS....Well, Apple has one exception to its JIT restrictions: web browsers. JavaScriptCore, WebKit’s JS engine, uses JIT compilation for its higher-performance tiers. So, if a JS function is called enough times, eventually it’ll be optimised and compiled into native machine code. The same is true for WebAssembly. I was wondering about the why of the head…
Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#33Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#34Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#35Of course it beats a native interpreter. WASM overhead is about 20%, interpreter overhead is about 1000%. What's cool here is to have a GameBoy JIT runtime at all.
Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#36Here's an example used in PuzzleScript: https://github.com/increpare/PuzzleScript/blob/dc1e0fc979365...
Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#37The absolutely easiest way to write a JIT is to use Javascript and eval() (or "new Function()", which is just eval in a Java-shaped tuxedo). You can quite easily speed up little matching functions, especially arithmetic heavy ones, by just filling in some templates at runtime! Here's an example used in PuzzleScript: https://github.com/increpare/PuzzleScript/blob/dc1e0fc979365...
For example, this PSX emulator: https://github.com/kootstra-rene/enge-js
It has decent compatibility and good speed. Furthermore, I challenge anyone to find a PSX emulator with fewer lines of code with competitive speed and accuracy. To my knowledge, this is by far the simplest such implementation, and is able to do this by taking advantage of Javascript JIT compilation.
Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#38The author's base assumption, and stated motivation for doing this project, is wrong. https://github.com/StephenDev0/StikDebug For an undergrad project, I suppose it's fine to conveniently forget about the existence of this solution for the sake of getting a good grade.
In contrast, spinning up a WebView works everywhere and App Review probably won't even notice or care what you're doing.
Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#39The author's base assumption, and stated motivation for doing this project, is wrong. https://github.com/StephenDev0/StikDebug For an undergrad project, I suppose it's fine to conveniently forget about the existence of this solution for the sake of getting a good grade.
I would not expect the average undergraduate to understand the intricacies of how iOS does dynamic codesigning enforcement. There are plenty of people who have graduated with advanced degrees and work at Apple who don't really understand how it works, either.
Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
#40i wonder if they ever let native apps compile and run wasm directly instead of opening a browser window.