Gameboy emulator in #WebAssembly, written in Rust and WebGL 2.0!
Still have some audio bugs to track down and underused features to build, but I'm impressed with Wasm's perf. Runs smoothly on PC and mobile with a lot of idle time per frame.pic.twitter.com/iST2nfouy2
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This thing is nowhere near optimized, most of the CPU time is spent in my shitty WebGL code copying textures that aren't dirty. When you look at the Wasm code on its own, it's far, far less.
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Hah, makes more sense. Does WebGL have an equivalent of persistent mapped buffers nowadays? (ARB_buffer_storage)
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