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PPpro opened this issue May 24, 2023 · 6 comments
Open

support WebAssembly on native iOS platform #15170

PPpro opened this issue May 24, 2023 · 6 comments
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Needs Triage Needs to be assigned by the team Scripting Engine bindings, script system and editor script compiler related

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@PPpro
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PPpro commented May 24, 2023

we need to integrate a third party of lib to support WebAssembly on our V8 engine

@PPpro PPpro self-assigned this May 24, 2023
@PPpro PPpro converted this from a draft issue May 24, 2023
@PPpro PPpro added the Scripting Engine bindings, script system and editor script compiler related label May 24, 2023
@jareguo jareguo added the Needs Triage Needs to be assigned by the team label Oct 24, 2023
@jareguo jareguo assigned minggo and unassigned PPpro Oct 24, 2023
@minggo minggo assigned dumganhar and unassigned minggo Nov 1, 2023
@LuoLuoDev
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LuoLuoDev commented Jul 30, 2024

Hi, the changelog of 3.8.0 mentioned "integrating third-party WebAssembly support on the native platform iOS". I would like to ask if there is any new progress in this area? @dumganhar

@dumganhar
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dumganhar commented Jul 31, 2024

Hi, @LuoLuoDev
I didn't see that where we mentioned that we have integrated 3rd WebAssembly to native platform iOS . Could you pass the URL in which you saw the message?

And in engine, using JS binding instead of WASM is always a better choice.

@LuoLuoDev
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I found that from the commit log(#15169 ) @dumganhar

@kaxifakl
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这个需求现在有进展吗?有一些情况需要用到ios的wasm
1.如果三方模块用c++集成到项目,则不能进行热更新,而编译成wasm可以
2.native、minigame可以保持相同逻辑,而无需对特定平台做不同的逻辑

@MrKylinGithub
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能举详细的例子说明一下吗?

@kaxifakl
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能举详细的例子说明一下吗?
最常见的例子就是三方库的热更新,wasm比js效率高一些,并且可以支持热更新

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