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Yeah it’s quite common on most interop boundaries because there is always some amount of marshalling. It used to be a thing in Unity that it was significantly faster to run your own tick for all entities from a manager that hooked the callback from native code than to have to cross back and forth n entity times.

For anything you’re doing in WASM it’s much better to batch and cross the boundary as little as possible in hot loops. For example a performant renderer wouldn’t translate all the API calls but put together a command buffer to be returned to JS and then forwarded to the API in one go.



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