I did not succeed to do the same command on my original Js+Wasm project, but on a clone of the available source with same options in Cargo.toml ( so there not the exercises like Random Universe and others)
wasm-pack build --release
wc -c pkg/wasm_game_of_life_bg.wasm -> 40271 pkg/wasm_game_of_life_bg.wasm My original was around 47K from what I remember.
Can be interesting to compare the total loaded in the web browser between the 2 projects.
Regarding the performance, a nice way to compare could be to increase a lot the size of the grid, but for now I do not have any metrics. I am gonna investigate to have an idea :)
Hello ! Thank you for your comments :)
Regarding the size, we have a big difference there.
The seeded version of the game is much bigger in Wasm.
With
cargo make build_release
wc -c pkg/package_bg.wasm
->368597 pkg/package_bg.wasm
gzip -9 < pkg/package_bg.wasm | wc -c
->142825
I did not succeed to do the same command on my original Js+Wasm project, but on a clone of the available source with same options in Cargo.toml ( so there not the exercises like Random Universe and others)
wasm-pack build --release
wc -c pkg/wasm_game_of_life_bg.wasm
->40271 pkg/wasm_game_of_life_bg.wasm
My original was around 47K from what I remember.gzip -9 < pkg/wasm_game_of_life_bg.wasm | wc -c
->
17498
Can be interesting to compare the total loaded in the web browser between the 2 projects.
Regarding the performance, a nice way to compare could be to increase a lot the size of the grid, but for now I do not have any metrics. I am gonna investigate to have an idea :)
Thanks! A comparison to the same in just JS would be interesting to see whether it’s worth the effort to use WASM.
When I push a lot the size of the grid, I get better performance on wasm+js than Seed, but that is mainly because I did not optimize the Seed code.
But the code for me is still much easier to work with, update & maintain in pure Rust than js :)