WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter
humphri.es
humphri.es
Here's an example used in PuzzleScript: https://github.com/increpare/PuzzleScript/blob/dc1e0fc979365...
For example, this PSX emulator: https://github.com/kootstra-rene/enge-js
It has decent compatibility and good speed. Furthermore, I challenge anyone to find a PSX emulator with fewer lines of code with competitive speed and accuracy. To my knowledge, this is by far the simplest such implementation, and is able to do this by taking advantage of Javascript JIT compilation.
Are you taking into account the complexity of v8?
These are general-purpose tool chains. The real question is, using those tools, how easily can you make an emulator for a device with as much complexity as the PSX?
I'm less inclined to care about compile dependencies, but I think it's absolutely worth caring about how heavy of runtime dependencies you're pulling into your project.
Very cool to see something like that in action.
I was wondering about the why of the headline, and this is a really interesting answer. Such a beautiful way to get around restrictions. I wonder how applicable it is to other projects.
What's cool here is to have a GameBoy JIT runtime at all.
i wonder if they ever let native apps compile and run wasm directly instead of opening a browser window.
https://github.com/StephenDev0/StikDebug
For an undergrad project, I suppose it's fine to conveniently forget about the existence of this solution for the sake of getting a good grade.
It’s right for ‘regular’ apps.
In contrast, spinning up a WebView works everywhere and App Review probably won't even notice or care what you're doing.
Privilege has nothing to do with it, nor does respect. Wtf.