This has been finished for quite a time but I was polishing some features.

I'll save this post to 4 things:

**Advertise that [Hipreme Engine](https://github.com/MrcSnm/HipremeEngine) is now supporting 5 platforms**, being those:

- Xbox Series
- Windows
- Linux
- Android
- Browser


**1. D development workflow for web**:

- The server: The server being employed is **arsd:cgi**, made by Adam D. Ruppe. CGI.d doesn't bring much bloat as vibe.d, specially for its requirements, it was chosen over python for not needing to install anything beyond `dub`. - Debugging: The debug is currently done by using another dub project: **wasm-sourcemaps**, made by Sebastian Koppe. It currently works really well and now it is correctly configured with D. Using the sourcemaps, we can get strack traces when assertions fails, when you access a null pointer, or when some exception is thrown. - Additional tooling? My engine employed some additional tooling for working with filesystem directories as it would greatly simplify the user experience, it is a simple code which generates a JSON representation of your game assets folder. - "Can my PC without any configuration build it?": Yes. Actually the browser is the less strict platform as you don't need any specific SDK. If a full runtime is done one day, it will be one of the easiest platforms to support along windows and linux.



**2. D performance on web**:

Incredible. This game runs with 5% CPU usage on web, and it still has many optimization opportunities that I didn't run for, such as:


- I'm using WebGL 1.0 instead of WebGL 2. You can ask me "but why": more support. The engine itself is prepared enough to support WebGL 2 out of the box, and it could increase the performance by another set of batched calls on the GL site.

- What is the slowest part of D? The JS bridge. The bloat is all over there, executing code from the bridge is by a magnitude of 10x slower than a single side code. Thankfully my engine has already dealt with that by every OpenGL call being batched.

- Is there collection happening? Nope. The custom runtime in an effort to extend Arsd Webassembly doesn't implements the collection aspect. Although that happens, Hipreme Engine doesn't allocate anything inside the game loop. Which means 0 allocations is actually happening during the game. Although there is still the GC calls made by the game you're doing. But futurely the engine will support scene graphs which can greatly enhance the engine memory control. That means any simple game can be built on it and there are some ways to implement a temporary solution against any kind out of memory for bigger games such as doing timely game saves into browser's local storage and game reloading after some time.

**3. How it was to port the game engine**:

- If you're checking those errors on the right of the console, they were implemented before web was a thing for my engine. They were using synchronous functions and checking their return value. For Web, my take wasn't using D decoding libraries such as audioformats or arsd:image. For reducing bloat and porting code need, I'm using directly the browser decoding capabilities, which means it is impossible to use sync image decoding with my engine on web.

- "How did you solve that then"? I sent to JS code D delegates which would be executed when the web promise was fulfilled. The way I done async loading in my engine was via Threads executing sync code and then returning. So, the user facing API basically didn't change anything, only the engine internals.

- "Will I need to change my code between platforms?": Depends. It depends on your game assets loading strategy. The `await` for loading asset functionality does not work on web and it will fail on an assertion. But the game that I show here, uses the same code to run on all platforms. By using the AssetLoadStrategy.loadAll. The Game Engine will use reflection on all modules used by your game to know which assets needs to be loaded before starting the game's entry point. So, you won't need to worry about anything.



**4. I want to make a web project without Hipreme Engine, what its custom runtime does not support?**:

- Collection
- Try/Catch: partial support. Undefined behavior if a throw code is being catched.
- static this/~this

Excluding static this (which I found no usage within my project), those 2 features are the hardest to support so I didn't get this far. Try/Catch is not being fully supported, but you don't need to remove that syntax from your code. Which means the entire D is being supported to build a project!

Here's a sample image of the latest game done by Hipreme Engine running on web:


![Hipreme Engine Match3 sample game on web](https://user-images.githubusercontent.com/10136262/216611608-aebcb31b-a5f3-4153-ac41-44777f19896a.png)
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