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coolelectronics

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Unless you're running every origin in a different instance, I wouldn't use this as a daily driver, since a site would only need to find a renderer vuln to be able to read the rest of your cookies as multiprocess isolation is disabled here

It is required in order to yield the event loop and force an implicit sync on OffscreenCanvas. There is technically a slower workaround for this but JSPI is coming soon anyway to firefox 153 and safari 27.

$25k of tokens, closer to 30 billion I believe. It only took a few days to actually get the engine up, the hard parts where most of the effort was spent was squeezing out performance and increasing stability, as well as attempting the JIT.

Firefox was chosen because its single-process support was in a better place than chromium/blink. WebKit is also possible, it was done by a friend of mine earlier https://github.com/theogbob/WebkitWasm

Oh and for anyone asking, you can run firefox-wasm inside firefox-wasm inside firefox! I only got this to load once though since it gets pretty unstable at that level.

My bad! Switched over to the github pages fallback. Cloudflare pages isn't suitable because the wasm files (100mb+) exceed the 25mb limit. (i could bypass this with service worker jank but that tends to be fragile). Github Pages also isn't suitable because it doesn't have a native way of sending the coi/coep headers that are required for SharedArrayBuffer to be available. Can also bypass that with service worker jank but I would prefer not to

the ability to make "worthless trash games" is the only reason that the indie industry can exist at all. there are huge communities around sharing small lower-effort projects (which countless well-received games started out as) and gatekeeping an engine to enterprise customers only would be a far far worse decision than what they've already done

besides, the rates only kick in after your profit reaches 200k so it wouldn't do anything