I just profiled this on my sluggish laptop, an older E350 machine, and
nailed around 8fps on average.
I'm not too familiar with profiling HTML5, but the main culprits
appear to be:
56% in WCF__flushMessageQueue()
This is an internal, and only around 1% was lost to call-outs. My
uneducated guess is that there's a /tonne/ of message handlers
registered that it's iterating through, or an equally enormous amount
of unhandled messages.
16% in _glDrawArrays()
This is in skater_r.js.
-Dan
On Sat, Jun 14, 2014 at 12:32 PM, <beoran@xxxxxxxxxx
<mailto:beoran@xxxxxxxxxx>> wrote:
This is a very nice beginning. I am in favour of already adding this
to the development branch of allegro, or to a separate branch, to keep
Max's good work safer from getting lost.
On 6/14/14, Max Savenkov <max.savenkov@xxxxxxxxxx
<mailto:max.savenkov@xxxxxxxxxx>> wrote:
> Here's a result of my work for the last two months: a port of
Allegro
> to JavaScript via Emscripten. Patch for the latest Git version is
> attached. The port isn't fully complete, but it has most of
> functionality working, so I decided to present it to community for
> testing and to generate interest.
>
> Downloads & Further info:
>
> Pre-compiled version:
>
http://zxstudio.org/projects/allegro/emscripten/allegro-git-ems-bin.zip
>
> Modified sources:
>
http://zxstudio.org/projects/allegro/emscripten/allegro-git-ems-src.zip
>
> (Some) compiled dependencies:
>
http://zxstudio.org/projects/allegro/emscripten/allegro-git-ems-deps.zip
>
> Skater example:
http://zxstudio.org/projects/allegro/skater/skater_r.html
>
> Release post:
>
http://zxstudio.org/blog/2014/06/14/testing-release-allegro-javascript-port-emscripten/
>
> Porting your Allegro game to JavaScript with Emscripten:
>
http://zxstudio.org/blog/2014/06/14/porting-allegro-game-javascript-emscripten/
>