Comments (6)
有些系统应用是没有权限jit的,比如ios。
wasm没有jit的情况,快不了多少,js调用c++肯定比调用wasm好。
我所知道一个act游戏用了puerts,战斗部分都用了ts,整体代码70%的占比,没什么性能问题,甚至关了jit,帧率也没降低。我觉得关键在于设计,设计不好会慢(另外一个反面是一个lua项目,在lua那算碰撞)。
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wasm是v8内置的支持,按v8使用文档使用即可
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Puerts 的 JIT 是可以使用的么,我们现在大部分业务逻辑都是 js 写的,想降低下 Game 线程的执行时间,目前其他优化点不多了,想从脚本层入手去做一些优化,不知道您这边有什么推荐的方案么?我看了下 wasm,对于虚幻引擎宿主来讲,是不是 js 直接调用 C++ 比 wasm 会更好些?您这边有什么相关的基于 Puerts 的脚本层加速方案可以参考么?
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现在 Puerts 中的 V8 是不是默认开启 JIT 的呀
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我在 JsEnvImpl 中看到这这块代码,这个 WITH_V8_FAST_CALL 如果开启的话是不是函数调用的性能也会更高呢
#if PLATFORM_IOS
char Flags[] = "--jitless --no-expose-wasm";
v8::V8::SetFlagsFromString(Flags, sizeof(Flags));
#endif
#ifdef WITH_V8_FAST_CALL
char FCFlags[] = "--turbo-fast-api-calls";
v8::V8::SetFlagsFromString(FCFlags, sizeof(FCFlags));
#endif
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这个是主要优化 C++ 到 JavaScript 的 API 调用么
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Related Issues (20)
- UE4.27 HTML5支持 HOT 10
- Top-level await支持 HOT 6
- [UE] do not support override GameInstance.ReceiveInit 不支持的原因是什么 HOT 1
- [Unity] Bug: 使用NativeAOT编译后,js获取空的c#字符串时会直接崩进程 HOT 20
- [UE] suggestion blueprint.load测试出来的问题 HOT 3
- [UE] nodejs后端只支持node16吗,一些library(如openai-node)不支持node16 HOT 1
- [Unity]重写quickjs backend的模块实现 HOT 3
- [UE] Bug: RegisterTSharedPtr报错 HOT 6
- linux下libnode.so默认链接libstdc++.so,导致libpuerts.so加载找不到符号 HOT 1
- [Unity]兼容1.0的jsEnv.ExecuteModule<JSObject>("UIEvent.mjs", "")写法
- [Unity]mac下ut偶现崩溃 HOT 6
- [Unity]文件长度为0的module加载时报找不到模块
- [Unity]考虑将Plugin API简化
- [Unity] Bug: 使用backend v8异步加载并实例化wasm会一直挂起 HOT 2
- [UE] Bug: 基于模板的静态绑定,编译报错 C4668 HOT 3
- [Unity] Bug: upm 包的运行时库配置有误 HOT 3
- [Unity] Bug: Crash when trying to access transform or gameObject properties through a JS proxy HOT 4
- [Unity] Bug: Crash on LoadType HOT 3
- [Unity] Bug: WebGL 平台构建出错 HOT 2
- [Unity] 有没有出类似最佳实践的计划
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