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Webifying FOSS game tech: Emscripten, Syntensity and other lunacykripkenhttp://www.blogger.com/profile/06468064783634443137noreply@blogger.comBlogger117125
Updated: 2 hours 5 min ago

Emscripten stuff on other blog

Mon, 12/05/2011 - 18:22
As mentioned previously, I've moved to working fulltime on Emscripten now. So Emscripten-related blogposts will now be on my other blog. (You can also follow me on twitter.)

I'll use this blog for Syntensity-specific stuff, that is, about porting Sauerbraten and/or Syntensity which is based on it to the web. I have not had any progress to report on that recently, since I am completely blocked on OpenGL issues: I can compile the C++ to JS, but I can't convert the OpenGL code to WebGL. I've asked around for help but so far no luck, hopefully it will happen though.

Categories: Game news

Emscripten Updates

Fri, 11/11/2011 - 01:35
Lots of stuff has happened with Emscripten, I haven't blogged because I've been too busy. Here are some updates:
  • Emscripten was used to compile the Android H264 codec to JavaScript, in a project called Broadway. (live demo)
  • I gave a talk about Emscripten at SPLASH 2011 in Portland. (slides)
  • I gave a talk about Emscripten at JSConf.EU in Berlin. (slides)
  • Performance of the generated code has been improving due to progress in the relevant projects (JS engines, Emscripten and Closure Compiler). Some numbers appear in the slides linked to above (the upper link is more recent).
  • Bundled headers. This makes it easier to use Emscripten on non-Linux platforms (Linux being the platform that most development is done on) and in a portable way that does not depend on your local system headers.
  • Some library bugfixes that resolved almost all the open issues on speak.js, the Emscripten port of eSpeak to JavaScript which lets you do text-to-speech on the web.
  • j2k.js, a port of OpenJPEG to JavaScript with a nice API, letting you decode JPEG2000 images on the web. This might be helpful with pdf.js.
  • Support for LLVM svn (soon to be 3.0). Note that revision 141881 is known to work, others should but not necessarily.
  • Many other improvements and bugfixes to Emscripten. I should probably formally release a 2.0 version, but I can't seem to decide when.
  • Finally, I am now working fulltime on Emscripten and Emscripten-related things (at Mozilla, where I already worked but on other stuff before). So progress on Emscripten will be faster :)
Categories: Game news

llvm-svn branch has been merged

Sun, 10/09/2011 - 14:53
The llvm-svn branch of Emscripten has been merged to master, in preparation for Emscripten 2.0, after all tests have been fixed and all speed regressions resolved. If you are currently using master, the consequences of that are:
  • You should use LLVM's svn (soon to be 3.0). LLVM 2.9 might still work, but it isn't guaranteed. Also, LLVM 3.0 is deprecating llvm-gcc, so Emscripten no longer uses that in its tests (as with 2.9, it might still work, but it might not). clang in 3.0 is much improved and is able to compile much more code than 2.9, so llvm-gcc is less necessary; there is also dragonegg which combines LLVM and GCC in a different manner, but its website says it is not mature yet.
  • Emscripten now uses its own header files, not your system headers. That means that Emscripten should now work on all platforms exactly the same. However, if you were using Emscripten to compile something that relied on your system headers, you might need to change how your project is built (that is, tell it to use those headers and not just Emscripten's bundled ones in system/include). Note that if you do not use the bundled headers, you will probably need to use the -H flag with emscripten.py, which tells it what headers to parse for constants (library.js needs to be aware of constants in your library headers, so that it is synchronized with them).
Please report bugs if you find them. If there are no show-stoppers, Emscripten 2.0 will be released soon.

Categories: Game news

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