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Platform/AreWeFunYet

1,238 bytes removed, 22:26, 15 March 2012
Asset Management
* If you download a large binary message as a Blob, we don't stream the data to disk, but instead back the Blob using an in-memory buffer. This is transparent to the page, but causes us to use more memory. Tracking bug is {{bug|704447}}.
* WebSockets aren't supported in Workers {{bug|504553}}
 
= Asset Management =
 
[https://games.etherpad.mozilla.org/19 Feedback from Games Work Week]
 
From a game developer: ''"A robust resource/asset loading/unloading/streaming system - The browser is capable of doing a whole lot on this end, particularly streaming and fetching from remote sources. However, a game developer's problem isn't just obtaining and loading the assets, it's managing them from a memory and "readyness" point of view. This is especially key in mobile spaces where you are severely constrained by memory and the traditional mindset of "load all of a level's assets at start and play" begins to break down."''
 
Gladius is actually working on code for this, and our current theory is that we expect to split it out into a standalone library before too long.
 
IndexedDB will write separate Blobs as separate files in the OS file system. Is OS file system too slow? Especially when scaling up to lots of files in a single OS directory.
 
How big are these files usually. We've been talking about making the IndexedDB back-end collapse small files into a big OS-file. This would reduce reliance of OS large-directory handling.
 
We're working on file writing. That might work as a back-stop for the most advanced use cases.
= Multithreaded programming =
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