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Replying to @cyannick
Very cool! I'm also using SDL3 and cimgui for my personal C projects, but only targeting the OpenGL ES 3.0 subset for maximum compatibility and reuse across desktop, mobile, and web (emscripten).
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Replying to @disarray00
good thing is, I'm using vulkan, not DX. But I think emscripten does not provide Vulkan support, afaik. Also, he demo here uses the Windows Hypervisor Platform for hardware acceleration. However, Sogen on the web only works with Unicorn QEMU's TCI. So it would be slow af 😅
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ようやくtophat(umkaというスクリプト言語を使えるフレームワーク)のWebビルドができた。 どうもメモリ周りで古いモジュールと名前が変わったりしてたらしく整合性が取れないため、自前でemscripten用ライブラリをビルドして事なきを得た
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RT @uist1idrju3i: mruby/cに送っていたEmscripten向けのHALをMergeしていただきました。 ブラウザベースの開発環境やVSCode拡張機能に組み込んでシミュレータとして使用することだけでなく、CI/CDに組み込むことを意図して作りましたので、…
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RT @uist1idrju3i: mruby/cに送っていたEmscripten向けのHALをMergeしていただきました。 ブラウザベースの開発環境やVSCode拡張機能に組み込んでシミュレータとして使用することだけでなく、CI/CDに組み込むことを意図して作りましたので、…
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RT @uist1idrju3i: mruby/cに送っていたEmscripten向けのHALをMergeしていただきました。 ブラウザベースの開発環境やVSCode拡張機能に組み込んでシミュレータとして使用することだけでなく、CI/CDに組み込むことを意図して作りましたので、…
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Replying to @lynxluna
Manual SIMD. Emscripten supports compiling SSE4/NEON code directly to WasmSIMD, and there's direct intrinsics for it too.
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mruby/cに送っていたEmscripten向けのHALをMergeしていただきました。 ブラウザベースの開発環境やVSCode拡張機能に組み込んでシミュレータとして使用することだけでなく、CI/CDに組み込むことを意図して作りましたので、ブラウザ(web)環境はもちろん、NodeJS(node)でも動かせます。
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Replying to @aaaarrrriaaannn
I'm not using that flag since I'm not using emscripten, but I'm doing exactly that!! Not worried about memory usage since, well, the wasm needs to be stored somewhere anyway. If you requested it directly it'd also be in memory
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UPD ATE !!!!!!!!!!!! found out bro's just using this emscripten flag: emscripten.org/docs/tools_re… it just makes it into a string literal Lol but it has the same memory usage flaw mentioned here :( oh well, the option only increased size by 47 kb for me, and total mem usage by <1mb
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. retweeted
Replying to @yminsky
Lean natively compiles to C and then C compiles to WASM these days with emscripten if you want to run in a browser. You can connect to the C using FFI.
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Sergey Mutin (@mutin_sa@mastodon.social) retweeted
Доступен Emscripten 6.0, компилятор из C/C в WebAssembly opennet.ru/65625

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I have to stop boring all of you with my game ports but I ported another game to web with multiplayer, after Quake 1 yesterday and Quake 2 today, I thought, what if I ask Fable to port Return to Castle Wolfenstein from 2001? And of course it just did it with ease and put it at rtcw.pieter.com with multiplayer working! I'd play this game a lot and always this map mp_beach, it's like the WW2 Omaha Beach landing, you have to breach the wall with dynamite and get "ze sekret dokuments" I asked it at 15:50 "do you think we can do RTCW?" and 18:18 I joined the game and could play it, so about 3 hours but I also went to gym in that time for an hour, so I'd say an hour total What it did (in Fable's own words) is some crazy hackery that I could never, or it would have taken me probably a year, not an hour! 🤯🤯🤯 - Started from iortcw, the GPL source port of RTCW (ioquake3-based) - Borrowed the emscripten patches from Wwasm (a single-player-only WASM port) — but it patches the SP tree, and RTCW's MP codebase diverges heavily (1,400 lines different in some files), so I diffed Wwasm vs clean SP to extract the patch set, then re-grafted each #ifdef __EMSCRIPTEN__ block into the MP code by hand - Compiled the MP engine to WebAssembly with emscripten GL4ES (translates the game's OpenGL 1.x calls → WebGL2) - Fixed what the graft missed: GL4ES init lived in SP's renderer file, MP uses a different one → "OpenGL 1.1 required" crash until I added initialize_gl4es() to MP's R_Init - Re-enabled networking (Wwasm disables it for SP) and patched out the fatal 1.41 point-release check - Built the native iowolfded dedicated server from the same source (so client/server protocols paks match exactly), systemd service on mp_beach - The 2001 CD ISO's data is buried in a Wise installer Setup.exe — Wine wouldn't install (i386 dep hell), so I used offzip to scan the binary for deflate streams and carved out the intact pak0.pk3 (316MB) mp_pak0.pk3 (all 8 MP maps incl. mp_beach) UI menu pak - Client fetches the paks over HTTPS into the emscripten filesystem before engine boot (held with a "run dependency"), mounted as IndexedDB (IDBFS) so the 380MB downloads once ever
I have revived @javilopen's 28 year old custom map he made and made a web-based Quake 2 with Fable on fast mode 🤓 You can now play it here: 👉 q2.pieter.com 👈 It took a bit of hacking because the textures didn't load the first time, so I repacked some PAK files and now it works! AI is so good at reviving old stuff from your backups, I was always waiting for some backup app to come to finally be able to browse all my old files and figure stuff out from it, and now you can with AI
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Replying to @elkriefy
Multiple reasons: because I can, because I care (about bundle size), and also because Emscripten already uses this approach!
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WebAssemblyというかEmscriptenすげーな…。
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The openclaw/ffmpeg-wasm repo delivers a lightweight, Node.js-compatible FFmpeg/FFprobe build via Emscripten with CLI and TypeScript APIs, supporting key formats while keeping the WASM assets around 8 MB for reproducible local media automation.
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Pyodide 今回の超メジャーどころか3ケタも数字が違うバージョンアップにより、PythonからimportできるもののC に深く依存した既存のライブラリをPEP 783: Emscripten packaging 経由で動かせる道筋が整った。
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