What kinda of C++ application is it, George? Gabriel Cuvillier, the dev
that did the Doom 3 demo port, used lazy loading to instantiate the initial
download and get the user into the menu which is a small 15MB download.

I've been thinking a lot about heavy 3D graphics applications on the web
with late code sizes, and fetching the assets in small chunks as needed is
definitely the best option for now. Will be interesting to see with WASI if
you'll be able to use your local hardware storage natively to download
these big files too, which would be a hybrid web/desktop approach. Having
some sort of file manager window in the canvas for big WASM applications is
a good idea too I think.

On Sun, Apr 5, 2020, 5:36 AM George Evmenov <[email protected]> wrote:

> Thank you for the responce.
>
>> There's something in development called "asmfs" in emscripten that may be
>> close, but it's not very clear what its goal is.
>>
> "asmfs"  seems to be temporary disabled (
> https://github.com/emscripten-core/emscripten/issues/9534 )
>
> emscripten_wget* functions may be more straightforward. I didn't use them
>> because of various asynchronicity issues.
>>
>  This is what I was looking for. I tried emscripten_wget, but it also
> require ASYNCIFY, which greatly increased my binary size (14Mb -> 21Mb)
> and as far as I understand this would also slow down whole application
> > Asyncify adds overhead, both code size and slowness, because it
> instruments code to allow unwinding and rewinding. That overhead is usually
> not extreme, something like 50% or so.
> So I'm using emscripten_async_wget now, without ASYNCIFY. It preloads all
> files into filesystem and then no other code changes are needed.
>
> Beware of memory usage, and avoid LZ4 for your .data because that makes
>> files read-only.
>>
> Should I worry about memory, if all files I have are ~100Mb total?
>
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