Download seems ok over here in the US, I get 700K/sec. The browser should cache files, if the webserver supports the not-modified header. So the client will request the file, and the server can tell it to use the cached version if it has one.
How was files.js created? Is it using file embedding? Preloading instead of embedding would allow it to create a binary file for all the data, which is more efficient. I am curious why there is a .map file in that directory? emcc should generate a source map only when -g is specified. Removing -g from emcc commands (both to build sources to objects, and final link command to compile to js) will avoid any debug info being created, which sometimes speeds up builds. - Alon On Thu, Jan 2, 2014 at 11:31 AM, Juan Linietsky <[email protected]> wrote: > Ok, here's the same without lzma, and with gzip transfer enabled in > htaccess. > > http://www.godotengine.org/emstest/ > > Does it download fast? Over here (Argentina) it takes a while. > Also, is this the best way to distribute files? Will they be cached when > downloaded if i don't embed them in a javascript? > > > > On Thursday, January 2, 2014 3:09:52 PM UTC-3, azakai wrote: > >> 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 >>> >>> >>> >>> >>> -- >>> You received this message because you are subscribed to the Google >>> Groups "emscripten-discuss" group. >>> To unsubscribe from this group and stop receiving emails from it, send >>> an email to [email protected]. >>> For more options, visit https://groups.google.com/groups/opt_out. >>> >> >> -- > You received this message because you are subscribed to the Google Groups > "emscripten-discuss" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > For more options, visit https://groups.google.com/groups/opt_out. > -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.
