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Running WASI binaries from your HTML using Web Components

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Re: Running WASI binaries from your HTML using Web Components

#71
post #59

Earlier quoted context omitted.

No they aren't, at least low end Android devices support GL ES 3.2 and have proper debugging tools. After a decade Web 3D keeps having spectorJS as the only alternative. Naturally there are also some masochists that enjoy debugging the browser 3D stack on RenderDoc, while trying to figure out what belongs to their application.

If you use WASM+WebGL, you'd typically debug a native build outside the browser. According to here GLES3.2 support on Android is currently sitting at 80%, while with GLES3.0 you would reach about 95%, and with GLES2 100%. https://developer.android.com/about/dashboards#OpenGL If I would try to ship a native app on Android I would still at least try to only use GLES3.0 features to get that extra 15%. You enthusiastic c…

A kludge to work around lack of tooling for the past decade, and when doing that, no need to WASM anyway.

Even if we consider GL ES 3.0, native comes out winning, due to missing features on WebGL 2.0.

Not only has Android the GPU debugger from Google, that beats anything available for Web, each mobile GPU vendor has their own set of graphical debuggers.

Re: Running WASI binaries from your HTML using Web Components

#72
post #35
post #33

Earlier quoted context omitted.

I need to double check what you're saying, how do you show the FPS in your WASM port?

Devtools or F9 while in game. Type a famous magic word in the title screen to access all levels. Not sure how to do this on a phone which is what I was referring to - but framedrops are pretty obvious.

I've done a quick test and it runs very smoothly on my original OnePlus One from 2014 (so 11 years after the game). This is on latest Chrome, Android 11 (LineageOS 18.1).

I still find it amazing that this game never made with this in mind, the web tech at the time on the OnePlus One was nowhere near able to run this in browser and it works perfectly today!

Re: Running WASI binaries from your HTML using Web Components

#73
post #72
post #35

Earlier quoted context omitted.

Devtools or F9 while in game. Type a famous magic word in the title screen to access all levels. Not sure how to do this on a phone which is what I was referring to - but framedrops are pretty obvious.

I've done a quick test and it runs very smoothly on my original OnePlus One from 2014 (so 11 years after the game). This is on latest Chrome, Android 11 (LineageOS 18.1). I still find it amazing that this game never made with this in mind, the web tech at the time on the OnePlus One was nowhere near able to run this in browser and it works perfectly today!

To be fair my reference browser is Firefox, WebGL is a fair bit slower there.

What blows my mind with this technology is little things: porting the game to the browser gave me a half-working mobile port basically for free (had to implement touch input handling in Neverball). On top of that, thanks to SDL2 and the game controller web API, I can attach a game controller to my phone and play the game in the browser on my phone with a game controller. It just seems unreal that this combination of technology just works.

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