Bonus is that Android/iOS is probably just a matter of hooking into just GL, Input & Filesystem APIs.
I'd really love the hear the painpoints of emscripten in production for an actual application. Most of the uses seems to be either games or demos.
Bonus is that Android/iOS is probably just a matter of hooking into just GL, Input & Filesystem APIs.
I'd really love the hear the painpoints of emscripten in production for an actual application. Most of the uses seems to be either games or demos.
Also, for the sake of avoiding complexity, I made a point from the start to never use the STL, and compilation times have stayed nearly instant because of that. Code size is also really tiny when there aren't a million template types floating around.
This comes with the caveat that I'm more comfortable developing without the STL; for other developers or other projects, abandoning the STL may be a tradeoff not worth taking.
And if it works well enough the native version might be a good option for your power users to get better performance.