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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-06-05T22:07:24+00:00</updated><id>https://godotengine.org/</id><entry><title>Upcoming (serious) Web performance boost</title><link href="https://godotengine.org/article/upcoming-serious-web-performance-boost/"/><updated>2025-06-05T18:00:00+00:00</updated><id>https://godotengine.org/article/upcoming-serious-web-performance-boost/</id><summary>Compiling the Godot Engine with WASM SIMD support truly is a game changer.</summary><content type="html">&lt;p>Sometimes, just adding a compiler flag can yield significant performance boosts. &lt;a href="https://github.com/godotengine/godot/pull/106319">And that just happened.&lt;/a>&lt;/p>
&lt;p>&lt;a href="https://caniuse.com/wasm-simd">For about two years now&lt;/a>, all major browsers have supported WASM (&lt;a href="https://en.wikipedia.org/wiki/WebAssembly">WebAssembly&lt;/a>) SIMD. &lt;a href="https://en.wikipedia.org/wiki/Single_instruction,_multiple_data">SIMD stands for “Single instruction, multiple data”.&lt;/a> It is a technology that permits CPUs to do some parallel computation, often speeding up the whole program. And thats exactly why we tried it out recently.&lt;/p>
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-06-05T22:11:27+00:00</updated><id>https://godotengine.org/</id><entry><title>Upcoming (serious) Web performance boost</title><link href="https://godotengine.org/article/upcoming-serious-web-performance-boost/"/><updated>2025-06-05T18:00:00+00:00</updated><id>https://godotengine.org/article/upcoming-serious-web-performance-boost/</id><summary>Compiling the Godot Engine with WASM SIMD support truly is a game changer.</summary><content type="html">&lt;p>Sometimes, just adding a compiler flag can yield significant performance boosts. &lt;a href="https://github.com/godotengine/godot/pull/106319">And that just happened.&lt;/a>&lt;/p>
&lt;p>&lt;a href="https://caniuse.com/wasm-simd">For about two years now&lt;/a>, all major browsers have supported WASM (&lt;a href="https://en.wikipedia.org/wiki/WebAssembly">WebAssembly&lt;/a>) SIMD. SIMD stands for &lt;a href="https://en.wikipedia.org/wiki/Single_instruction,_multiple_data">“Single instruction, multiple data”&lt;/a> and is a technology that permits CPUs to do some parallel computation, often speeding up the whole program. And thats exactly why we tried it out recently.&lt;/p>
&lt;p>We got positive results.&lt;/p>
&lt;h2 id="the-need-for-performance-on-the-web">The need for performance on the Web&lt;/h2>
&lt;p>The Web platform is often overlooked as a viable target, because of its less-than-ideal environment and its percieved poor performance. And the perception is somewhat right: the Web environment has a lot of security-related quirks to take into account—the user needs to interact with a game frame before the browser allows it to play any sound&lt;sup id="fnref:1">&lt;a href="#fn:1" class="footnote" rel="footnote" role="doc-noteref">1&lt;/a>&lt;/sup>. Also, due to bandwidth and compatibility-reasons, you rarely see high-fidelity games being played on a browser. Performance is better achieved when running software natively on the operating system.&lt;/p>
&lt;p>But dont underestimate the potential of the Web platform. As I explained in broad terms at the talk I gave at the last GodotCon Boston 2025, the Web has caught up a lot since the days of Flash games. Not only theres more and more people playing Web games every year, but standards and browsers improve every year in functionality and in performance too.&lt;/p>
&lt;p>The Web platform is often overlooked as a viable target, because of its less-than-ideal environment and its perceived poor performance. And the perception is somewhat right: the Web environment has a lot of security-related quirks to take into account—the user needs to interact with a game frame before the browser allows it to play any sound&lt;sup id="fnref:1">&lt;a href="#fn:1" class="footnote" rel="footnote" role="doc-noteref">1&lt;/a>&lt;/sup>. Also, due to bandwidth and compatibility reasons, you rarely see high-fidelity games being played on a browser. Performance is better achieved when running software natively on the operating system.&lt;/p>
&lt;p>But dont underestimate the potential of the Web platform. As I explained in broad terms at the talk I gave at the last GodotCon Boston 2025, the Web has caught up a lot since the days of Flash games. Not only are there more people playing Web games every year, but standards and browsers improve every year in functionality and in performance.&lt;/p>
&lt;p>And thats why we are interested in using WASM SIMD.&lt;/p>
&lt;h2 id="wasm-simd-benchmarks">WASM SIMD Benchmarks&lt;/h2>
&lt;p>Our resident benchmark expert Hugo Locurcio (better known as &lt;a href="https://github.com/Calinou/">Calinou&lt;/a>) ran the numbers for us on a stress test I made. We wanted to compare standard builds to builds with WASM SIMD enabled.&lt;/p>
@@ -69,7 +69,7 @@
&lt;p>If you need to use non-SIMD templates, dont fret. You can always &lt;a href="https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html">build&lt;/a> the Godot Editor and the engine templates without WebAssembly SIMD support by using the &lt;code class="language-plaintext highlighter-rouge">wasm_simd=no&lt;/code> build option.&lt;/p>
&lt;h2 id="whats-next">Whats next?&lt;/h2>
&lt;p>As I wrote in &lt;a href="/article/live-from-godotcon-boston-web-dotnet-prototype/">my last blog post&lt;/a>, were currently working very hard to make C#/.NET exports a reality. We do have &lt;a href="https://lab.godotengine.org/godot-dotnet-web/">a promising prototype&lt;/a>, we just need to make sure that its production-ready.&lt;/p>
&lt;p>I also mentionned in that article that I wanted to concentrate on improving our asset loading game. Preloading an entire game before even starting it hinders the ability to use Godot for commercial Web games. Once something is implemented to improve that issue, count on me to share you the news.&lt;/p>
&lt;p>I also mentioned in that article that I wanted to concentrate on improving our asset loading game. Preloading an entire game before even starting it hinders the ability to use Godot for commercial Web games. Once something is implemented to improve that issue, count on me to share the news with you.&lt;/p>
&lt;div class="footnotes" role="doc-endnotes">
&lt;ol>
&lt;li id="fn:1">

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<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Upcoming (serious) Web performance boost</title><link>https://godotengine.org/article/upcoming-serious-web-performance-boost/</link><summary>Compiling the Godot Engine with WASM SIMD support truly is a game changer.</summary><description>&lt;p>Sometimes, just adding a compiler flag can yield significant performance boosts. &lt;a href="https://github.com/godotengine/godot/pull/106319">And that just happened.&lt;/a>&lt;/p>
&lt;p>&lt;a href="https://caniuse.com/wasm-simd">For about two years now&lt;/a>, all major browsers have supported WASM (&lt;a href="https://en.wikipedia.org/wiki/WebAssembly">WebAssembly&lt;/a>) SIMD. &lt;a href="https://en.wikipedia.org/wiki/Single_instruction,_multiple_data">SIMD stands for “Single instruction, multiple data”.&lt;/a> It is a technology that permits CPUs to do some parallel computation, often speeding up the whole program. And thats exactly why we tried it out recently.&lt;/p>
&lt;p>&lt;a href="https://caniuse.com/wasm-simd">For about two years now&lt;/a>, all major browsers have supported WASM (&lt;a href="https://en.wikipedia.org/wiki/WebAssembly">WebAssembly&lt;/a>) SIMD. SIMD stands for &lt;a href="https://en.wikipedia.org/wiki/Single_instruction,_multiple_data">“Single instruction, multiple data”&lt;/a> and is a technology that permits CPUs to do some parallel computation, often speeding up the whole program. And thats exactly why we tried it out recently.&lt;/p>
&lt;p>We got positive results.&lt;/p>
&lt;h2 id="the-need-for-performance-on-the-web">The need for performance on the Web&lt;/h2>
&lt;p>The Web platform is often overlooked as a viable target, because of its less-than-ideal environment and its percieved poor performance. And the perception is somewhat right: the Web environment has a lot of security-related quirks to take into account—the user needs to interact with a game frame before the browser allows it to play any sound&lt;sup id="fnref:1">&lt;a href="#fn:1" class="footnote" rel="footnote" role="doc-noteref">1&lt;/a>&lt;/sup>. Also, due to bandwidth and compatibility-reasons, you rarely see high-fidelity games being played on a browser. Performance is better achieved when running software natively on the operating system.&lt;/p>
&lt;p>But dont underestimate the potential of the Web platform. As I explained in broad terms at the talk I gave at the last GodotCon Boston 2025, the Web has caught up a lot since the days of Flash games. Not only theres more and more people playing Web games every year, but standards and browsers improve every year in functionality and in performance too.&lt;/p>
&lt;p>The Web platform is often overlooked as a viable target, because of its less-than-ideal environment and its perceived poor performance. And the perception is somewhat right: the Web environment has a lot of security-related quirks to take into account—the user needs to interact with a game frame before the browser allows it to play any sound&lt;sup id="fnref:1">&lt;a href="#fn:1" class="footnote" rel="footnote" role="doc-noteref">1&lt;/a>&lt;/sup>. Also, due to bandwidth and compatibility reasons, you rarely see high-fidelity games being played on a browser. Performance is better achieved when running software natively on the operating system.&lt;/p>
&lt;p>But dont underestimate the potential of the Web platform. As I explained in broad terms at the talk I gave at the last GodotCon Boston 2025, the Web has caught up a lot since the days of Flash games. Not only are there more people playing Web games every year, but standards and browsers improve every year in functionality and in performance.&lt;/p>
&lt;p>And thats why we are interested in using WASM SIMD.&lt;/p>
&lt;h2 id="wasm-simd-benchmarks">WASM SIMD Benchmarks&lt;/h2>
&lt;p>Our resident benchmark expert Hugo Locurcio (better known as &lt;a href="https://github.com/Calinou/">Calinou&lt;/a>) ran the numbers for us on a stress test I made. We wanted to compare standard builds to builds with WASM SIMD enabled.&lt;/p>
@@ -69,7 +69,7 @@
&lt;p>If you need to use non-SIMD templates, dont fret. You can always &lt;a href="https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html">build&lt;/a> the Godot Editor and the engine templates without WebAssembly SIMD support by using the &lt;code class="language-plaintext highlighter-rouge">wasm_simd=no&lt;/code> build option.&lt;/p>
&lt;h2 id="whats-next">Whats next?&lt;/h2>
&lt;p>As I wrote in &lt;a href="/article/live-from-godotcon-boston-web-dotnet-prototype/">my last blog post&lt;/a>, were currently working very hard to make C#/.NET exports a reality. We do have &lt;a href="https://lab.godotengine.org/godot-dotnet-web/">a promising prototype&lt;/a>, we just need to make sure that its production-ready.&lt;/p>
&lt;p>I also mentionned in that article that I wanted to concentrate on improving our asset loading game. Preloading an entire game before even starting it hinders the ability to use Godot for commercial Web games. Once something is implemented to improve that issue, count on me to share you the news.&lt;/p>
&lt;p>I also mentioned in that article that I wanted to concentrate on improving our asset loading game. Preloading an entire game before even starting it hinders the ability to use Godot for commercial Web games. Once something is implemented to improve that issue, count on me to share the news with you.&lt;/p>
&lt;div class="footnotes" role="doc-endnotes">
&lt;ol>
&lt;li id="fn:1">