With regards to 1), do not write/read structs directly to/from files. Instead write a proper serializer/deserializer. Without it, you may encounter another breakage soon when a different compiler/compiler options insert different struct padding bytes, which will then once again make your data non-portable, and a maliciously crafted save file with no length/size field validation on the deserializer level can lead to a variety of memory bugs.
I love how WASM is the thing that finally blurred the line between Web and Native programming, formely two realms isolated from each other for a long time. This both develops better awareness of how the code is executed by the hardware, which JavaScript devs often lack, and also brings skilled folks from the Native platforms who seem to be not so against WASM as they were against JavaScript (and all other parts of the Web, really). Maybe this will bear fruit in that people will make more Native user interfaces again.
Why is a relatively new technology like WASM being limited to 32-bit pointers? Why repeat the same mistake again?
> Web is 32-bit. Your 64-bit structs will break. This was the root cause of most of my bugs. WASM is 32-bit address space, pointers are 4 bytes not 8.
Meta: a space is missing in the title.
Since this is one of the bugs, I always recommemd writing
game->boardPieces = swAlloc(sizeof(ThingHandle*) * row * column);
Like this instead: game->boardPieces = swAlloc(sizeof *game->boardPieces * row * column);
It's not 100% better, but it cuts out a few tokens which helps readability and moves the significant asterix further left where I think it's easier to spot.FTA: I was serializing asset structs directly to disk (pak file) that had raw pointers in them
I’m surprised that that works in WASM. Wouldn’t a tiny change in your memory usage (say if you toggle your “log startup progress” flag) load data at a different address?
You can get real breakpoints, memory watching, etc in browser with the chrome debugging extension
The memory64 proposal was merged into upstream last year, any reason to opt into 32 bit despite that?
Fun game! The demo works great on mobile except for some small font sizes and you can't hover over items to see the tooltip before selecting them.
Probably a firefox bug but the interface hit boxes are misaligned when fullscreen
If you are porting anything from C into WebAssembly, keep in mind that you still inherit C based vulnerabilities. [0] [1]
[0] https://soft.vub.ac.be/Publications/2022/vub-tr-soft-22-02.p...
I've been porting Micropolis (SimCity Classic) to WASM / WebGPU / Svelte 5. Emscripten + Embind compile the C++ engine and glue it to TypeScript/Svelte/Runes/Reactivity; TypeScript owns UI, rendering, and callback handlers.
I agree with the article's main lessons: wasm32 pointer size, don't serialize structs with pointers, debug native 32-bit when you can, WebGL/WebGPU is stricter than desktop GL, Emscripten export flags still bite. I hit some of the same categories; the parts that were actually tricky for Micropolis are below.
Svelte 5 runes ($state, $derived, etc.) work in plain .ts modules, not just .svelte templates. That matters because the WASM bridge is a reactive module the HUD, command bus, and Vitest all import -- not a component-only trick. The file has to be MicropolisReactive.svelte.ts so runes compile under the same Vite/SvelteKit pipeline as the app; plain .ts breaks in Node with "$state is not defined".
Embind API surface -- what to expose and what to leave out:
https://github.com/SimHacker/MicropolisCore/blob/main/packag...
// This file uses emscripten's embind to bind C++ classes,
// C structures, functions, enums, and contents into JavaScript,
// so you can even subclass C++ classes in JavaScript,
// for implementing plugins and user interfaces.
//
// Wrapping the entire Micropolis class from the Micropolis (open-source
// version of SimCity) code into Emscripten for JavaScript access is a
// large and complex task, mainly due to the size and complexity of the
// class. The class encompasses almost every aspect of the simulation,
// including map generation, simulation logic, user interface
// interactions, and more.
The comments in that file go on to describe the strategy for wrapping: Core Simulation Logic, Memory and Performance Considerations, Direct Memory Access, User Interface and Rendering, Callbacks and Interactivity, and Optimizations.The engine callback virtual interface bridged C++ to JS via JSCallback:
https://github.com/SimHacker/MicropolisCore/blob/main/packag...
In the old NeWS/Hyperlook, TCL/Tk/X11, SWIG/Python/PyGTK, and SWIG/Python/TurboGears/AMF/Flash versions, this callback interface used to be a stringly typed general purpose event callback interface, which I tightened up into a strict C++ interface and corresponding typescript interface, so embind could help me integrate it safely and cleanly with TypeScript and Svelte Runes.
TypeScript handlers that update rune-backed state (sendMessage, didTool, budget hooks, etc.):
https://github.com/SimHacker/MicropolisCore/blob/main/apps/m...
Simulator attach/detach, singleton engine load, wiring JSCallback into Micropolis:
https://github.com/SimHacker/MicropolisCore/blob/main/apps/m...
The pattern: C++ fires callbacks with enough context for the UI; TS updates $state; components read micropolisReactive (peek / poke / memory / getSnapshot) instead of calling Embind or touching HEAP* directly. That is where the rubber hits the road for interactivity.
Heap access is its own footgun. Emscripten may expose Module.wasmMemory, HEAPU16, or neither until init; some getters throw if you read too early. Centralized helper:
https://github.com/SimHacker/MicropolisCore/blob/main/apps/m...
Bridge design, Vitest against real WASM, teardown order with Embind lifetimes:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Map rendering: WebGPU tile renderer with canvas fallback (legacy WebGL frozen, now reimplementing in WebGPU). The renderer reads 16 bit flags + tile indices from direct simulator memory views into WASM linear memory (mapData / mopData), not per-frame Embind copies.
https://github.com/SimHacker/MicropolisCore/blob/main/packag...
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
City saves are a defined binary format (.cty), not fwrite of engine structs. Live map data is views into WASM linear memory (mapData / mopData), not embedded native pointers -- same idea as the article's side-table fix, but that is how this codebase is already structured.
Why I find this stack interesting: original SimCity engine lineage, narrow Embind surface on purpose, reactive TS facade so automation and UI share one sim without reviving the old Python/SWIG/pyGTK path. Sprites (trains, choppers, generic orange monsters wrecking chaos and havoc -- definitely not Godzilla [TM], but possibly Trump adjacent) simulate in C++; compositing them in the WebGPU path is still work in progress.
The WebGPU renderer is being built as a general stack with pluggable layers, including Sims content rendering (characters, animations, terrain, objects, walls, floors, ui effects, etc).
Character animation demo:
VitaMoo code:
https://github.com/SimHacker/MicropolisCore/tree/main/packag...
Unified WebGPU Renderer:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Render Core Package:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Renderer Plugin Roadmap:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Live Micropolis tile renderer and simulator demo (no other ui yet, work in progress):
Demo of the simulator, cellular automata, and tile engine to Jerry Martin's music:
https://www.youtube.com/watch?v=319i7slXcbI
Repo:
i want to hack 99 night in the forest
[flagged]
[dead]
I just finished a similar project for fun and education.
It was a 20-year-old codebase from my old game in win32 and DirectX 9.
I first ported it to native and also switched to bgfx for rendering. This was the bulk of the work - converting all of the old DirectX fixed function pipeline code to shaders. Luckily all modern shaders can simulate all of the old fixed-function DX pipeline features with little effort. Including the coordinate system. Loading DDS textures didn't present a major challenge either.
Had similar native asset loading as yours - no deserializer. It loaded an entire asset file into a preallocated memory block, used packed structures and converted file offsets to pointers after loading. I had to convert it to 64bit for native first.
The most surprising thing: I had no idea WASM is 32bit until I read your article! Once I ported to 64bit, I then ported to WASM and I didn't even encounter any arch related bugs. In hindsight I guess it's because most of the original code was 32bit and the asset file format is still 32bit format. When I ported to 64bit I used a deserializer, so I guess that's why it all worked out in the end.
For native audio I ended up using SoLoud library, but for emscripten I #ifdef'd it out to use inline JS instead. I figured there is no point in having all that extra audio library code compiling to WASM when modern browsers natively support playing audio, oggvorbis, etc. It worked out ok, but there's still a minor bug where the music doesn't loop perfectly. You can hear a split second gap between end/start. I haven't looked deeply into it yet.
Originally when we wrote the game we had banned ourselves from using C++ Exception handling and RTTI. The decision likely paid off as it makes the generated binary smaller and faster. Although I haven't had time to measure. Supposedly C++ exceptions introduce a much heavier overhead in Emscripten.
You can see the port in action at https://scorchedplanets.com