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authorLuke Wagner <mail@lukewagner.name>2015-06-10 00:06:26 -0500
committerLuke Wagner <mail@lukewagner.name>2015-06-10 00:06:26 -0500
commit2b1258a28e074ce4ad5db7d00d62b1ea6b152d4d (patch)
tree6cc88406d95c9534f29cabed5c061080f8d25ac0 /FAQ.md
parent5784ed90a07be7ad72521644782d0707922f9cf5 (diff)
downloadnanowasm-design-2b1258a28e074ce4ad5db7d00d62b1ea6b152d4d.tar.gz
Add Epic demo to table
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@@ -4,7 +4,8 @@
Yes, this is a [high-level goal](HighLevelGoals.md) and there is a
[prototype](https://github.com/WebAssembly/polyfill) with demos
-[[1](http://lukewagner.github.io/AngryBotsPacked), [2](TODO)]. Although the
+[[1](http://lukewagner.github.io/AngryBotsPacked),
+[2](http://lukewagner.github.io/PlatformerGamePacked)]. Although the
[binary format](BinaryEncoding.md) is not yet specified in any detail, the format used
by the prototype has promising initial experimental results. To allow direct comparison with asm.js,
the prototype has a tool to [pack asm.js](https://github.com/WebAssembly/polyfill/blob/master/src/pack-asmjs.cpp#L3117)
@@ -14,7 +15,7 @@ after <code>gzip</code> compression:
| Demo | asm.js | binary | `gzip` asm.js | `gzip` binary |
|------|--------|--------|---------------|---------------|
| [AngryBots](http://lukewagner.github.io/AngryBotsPacked) | 19MiB | 6.3MiB | 4.1MiB | 3.0MiB |
-| TODO |
+| [PlatformerGame](http://lukewagner.github.io/PlatformerGamePacked) | 49MiB | 18MiB | 11MiB | 7.3MiB |
By writing the [decoder prototype in C++](https://github.com/WebAssembly/polyfill/blob/611ec5c8c41b08b112cf064ec49b13bf87e400cd/src/unpack.cpp#L2306)
and Emscripten-compiling to asm.js, the polyfill is able to perform the translation to asm.js
@@ -23,8 +24,8 @@ on an Intel® Xeon® E5-2665 @ 2.40GHz):
| Demo | binary | time to decode into asm.js |
|-------|--------|----------------------------|
-| Unity | 6.3MiB | 240ms |
-| TODO |
+| [AngryBots](http://lukewagner.github.io/AngryBotsPacked) | 6.3MiB | 240ms |
+| [PlatformerGame](http://lukewagner.github.io/PlatformerGamePacked) | 18MiB | 550ms |
Since the polyfill algorithm (at least in the prototype) is simple and single-pass,
memory usage is basically the size of the input plus the size of the decoded text.