Yeah, decompression does badly here. I have been meaning to deprecate it in
fact, and I'll do that later today. Basically, decompression is nice in
some cases, but often the memory and time overhead of lzma in js is just
not worth it. Instead, using native gzip in the webserver+browser gives
much much faster decompression, so much so that it is worth a slightly
larger download. Any chance you can put up a version with that instead of
emscripten's compression, to compare?

Aside from that, works very well! And very happy to hear the plans to open
source the engine.

- Alon



On Thu, Jan 2, 2014 at 8:46 AM, Juan Linietsky <[email protected]> wrote:

> Hi guys, as requested I uploaded the test I was doing.
>
> This is a large in-house game engine (about same feature set and weight as
> Unity), the demo is a simple platformer game, but the character, bullets
> and enemies are all use physics. This engine will become opensource soon
> (Before GDC)
> The rendering, also is all OpenGL ES 2.0
>
> http://www.godotengine.org/emstest/
>
> I'm testing all this in a Athlon X2 desktop from 2007, Using the asm.js
> backend under Firefox, it runs perfectly smooth at 60fps. In Chrome, it
> also runs smooth, but stalls often (i assume to recompile parts?).
>
> Decompression uses about 2GB of ram and freezes my poor Ubuntu for a
> minute, I suppose there is something wrong going on there. Without
> compression, initialization is rather quick, but the binary takes up about
> 20mb instead of 2mb. Afterwards, it seems to run normally.
>
> Also I'm not sure if the way I'm accessing files is the most optimal way
> (they are all inside files.js).
>
> Feedback welcome!
>
> Juan
>
>
>
>
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