It was a 20-year-old codebase from my old game in win32 and DirectX 9.
I first ported it to native and also switched to bgfx for rendering. This was the bulk of the work - converting all of the old DirectX fixed function pipeline code to shaders. Luckily all modern shaders can simulate all of the old fixed-function DX pipeline features with little effort. Including the coordinate system. Loading DDS textures didn't present a major challenge either.
Had similar native asset loading as yours - no deserializer. It loaded an entire asset file into a preallocated memory block, used packed structures and converted file offsets to pointers after loading. I had to convert it to 64bit for native first.
The most surprising thing: I had no idea WASM is 32bit until I read your article! Once I ported to 64bit, I then ported to WASM and I didn't even encounter any arch related bugs. In hindsight I guess it's because most of the original code was 32bit and the asset file format is still 32bit format. When I ported to 64bit I used a deserializer, so I guess that's why it all worked out in the end.
For native audio I ended up using SoLoud library, but for emscripten I #ifdef'd it out to use inline JS instead. I figured there is no point in having all that extra audio library code compiling to WASM when modern browsers natively support playing audio, oggvorbis, etc. It worked out ok, but there's still a minor bug where the music doesn't loop perfectly. You can hear a split second gap between end/start. I haven't looked deeply into it yet.
Originally when we wrote the game we had banned ourselves from using C++ Exception handling and RTTI. The decision likely paid off as it makes the generated binary smaller and faster. Although I haven't had time to measure. Supposedly C++ exceptions introduce a much heavier overhead in Emscripten.
You can see the port in action at https://scorchedplanets.com
In practice, C doesn't do any padding shenanigans, but C++ does (but only for non-POD structs, and then you discover there's several slightly different definitions that mean basically "POD", so have fun predicting which one is the one that actually matters for your use case).
You really need a serializer for this sort of thing because it can also include forwards compatibility of your data structures.
UCSD Pascal:
https://archive.org/details/UCSD_Pascal_1.1_1
Wizardry:
https://en.wikipedia.org/wiki/SWEET16
https://techwithdave.davevw.com/2024/05/running-sweet-16-ste...
I'm a bit disappointed though:
* There's still no way to do DOM manipulation. So then it's tempting to just grab a canvas and draw everything yourself, which of course wreaks on things like accessibility. I'm no fan of the web, but at least it comes with a somewhat agreed-upon way to display graphical stuff – it's a bit of a shame if we're all gonna just treat it like a surface for pixels.
* WASI still leaves something to be desired. Why can't I have raw sockets and file access and stuff, in a POSIX-like way? I understand that sandboxing is important, so this can all be on a per-request-basis, but still. This "just another platform" is still too far from just that.
* The amount of JS glue needed to actually load WASM stuff in the browser is annoying. The idea of needing a bunch of magic "bundlers" is sad.
Of course architecturally (also regarding your file access) it's better to use the wasm for logic as much as possible where the web (HTML/JS) provides the UI and IO, data flows into wasm for work and results flow back to the web.
This also has the benefit that you can keep your original C/C++ source code much more platform agnostic which helps reusability and testing.
Well sure. But for me, the promise of WASM was to make the browser "just another platform". Now it's "this special platform where you have to access some of the most important functionality through FFI interop with a very high-level, very opinionated language".
> Of course architecturally (also regarding your file access) it's better to use the wasm for logic as much as possible where the web (HTML/JS) provides the UI and IO, data flows into wasm for work and results flow back to the web.
OK, but like, I wanted the browser to be "just another platform". I don't want to use JS, and I consider HTML orthogonal to my logic. I realize that's not where we're at, but that's what I dreamt of. Hence my disappointment. Which is OK, I don't matter :)
> This also has the benefit that you can keep your original C/C++ source code much more platform agnostic which helps reusability and testing.
It feels the opposite to me.
Is it just a matter of WASM being too new to have full featured wrappers and APIs for your language of choice?
FWIW, that's exactly what they shipped first, with WASI preview 1 (wasip1). You can still use this today, and all runtimes with any level of WASI support will be able to run it.
At any rate: this doubly makes my point.
> Web is 32-bit. Your 64-bit structs will break. This was the root cause of most of my bugs. WASM is 32-bit address space, pointers are 4 bytes not 8.
2: iirc WASM was initially designed to be shimmable via Asm.JS to force laggards(Apple, Google) to implement it, Asm.JS in turn relied on specific rules in JS to get reliable 32bit arithmetic (but impossible for 64bit).
Wasm64 is implemented and works in Chrome and Firefox.. Apple is lagging again with Safari.
1: True, although it also limits the addressable memory and the typical 4GB limit seems less these days. I’m thinking of large apps like Figma running in the browser.
2: Will existing 32-bit WASM binaries break on WASM64 engines or does the binary have a flag for compatibility?
2: Most runtimes are 64bit already, A runtime detecting a wasm32 binary will just continue to generate code with the current JIT compiler whilst WASM64 will require another JIT (and perhaps memory system since WASM32 runtimes are often based on "hacks" where 4gb of address space is reserved but not given real memory so that the JIT compiler gets an easier job without security implications).
The real mistake is requiring pointer to be 64 bit when most programs don’t use it.
Since this is one of the bugs, I always recommemd writing
game->boardPieces = swAlloc(sizeof(ThingHandle*) * row * column);
Like this instead: game->boardPieces = swAlloc(sizeof *game->boardPieces * row * column);
It's not 100% better, but it cuts out a few tokens which helps readability and moves the significant asterix further left where I think it's easier to spot. game->boardPieces = swAlloc(sizeof game->boardPieces * row * column);
Maybe I find this harder to parse because I'm not used to sizeof without brackets (though I know it's valid). But I think the bigger deal is that your version has a bug if the star is missing whereas there's has a bug if the star is present; it's easier to spot something extra than it is to spot something missing.But ACSHUALLY, how you write allocation is like this
#define sane_alloc(type, count) ((type *) malloc(sizeof (type) * (count)))
game->boardPieces = sane_alloc(BoardPiece, row * column);
The kernel people seem to finally have figured out this one in 2026.Array indexing in C is just pointer arithmetic wearing Groucho Marx Glasses.
C combines the flexibility and power of assembly language with the user-friendliness of assembly language.
Yes, I know that C technically allows rather heterogenous representations for pointers to different types, but in practice there is difference only between object pointers and function pointers.
I like the word "everybug" :-D
I’m surprised that that works in WASM. Wouldn’t a tiny change in your memory usage (say if you toggle your “log startup progress” flag) load data at a different address?
I don't think that ever had much, if any, adoption and it looks like it will be removed in the next few releases.
[0] https://soft.vub.ac.be/Publications/2022/vub-tr-soft-22-02.p...
The bounds checking story is only on the external limits of linear memory segments.
If memory gets corrupted inside a linear memory segment, it can equally well be exploited to change execution behaviour, which for many scenarios is already good enough for the attacker.
Yet these kind of attack vectors usually are dropped from blog posts selling WebAssembly as a revolutionary bytecode.
It is only yet another one since various others that came and went since UNCOL became an idea.
I agree with the article's main lessons: wasm32 pointer size, don't serialize structs with pointers, debug native 32-bit when you can, WebGL/WebGPU is stricter than desktop GL, Emscripten export flags still bite. I hit some of the same categories; the parts that were actually tricky for Micropolis are below.
Svelte 5 runes ($state, $derived, etc.) work in plain .ts modules, not just .svelte templates. That matters because the WASM bridge is a reactive module the HUD, command bus, and Vitest all import -- not a component-only trick. The file has to be MicropolisReactive.svelte.ts so runes compile under the same Vite/SvelteKit pipeline as the app; plain .ts breaks in Node with "$state is not defined".
Embind API surface -- what to expose and what to leave out:
https://github.com/SimHacker/MicropolisCore/blob/main/packag...
// This file uses emscripten's embind to bind C++ classes,
// C structures, functions, enums, and contents into JavaScript,
// so you can even subclass C++ classes in JavaScript,
// for implementing plugins and user interfaces.
//
// Wrapping the entire Micropolis class from the Micropolis (open-source
// version of SimCity) code into Emscripten for JavaScript access is a
// large and complex task, mainly due to the size and complexity of the
// class. The class encompasses almost every aspect of the simulation,
// including map generation, simulation logic, user interface
// interactions, and more.
The comments in that file go on to describe the strategy for wrapping: Core Simulation Logic, Memory and Performance Considerations, Direct Memory Access, User Interface and Rendering, Callbacks and Interactivity, and Optimizations.The engine callback virtual interface bridged C++ to JS via JSCallback:
https://github.com/SimHacker/MicropolisCore/blob/main/packag...
In the old NeWS/Hyperlook, TCL/Tk/X11, SWIG/Python/PyGTK, and SWIG/Python/TurboGears/AMF/Flash versions, this callback interface used to be a stringly typed general purpose event callback interface, which I tightened up into a strict C++ interface and corresponding typescript interface, so embind could help me integrate it safely and cleanly with TypeScript and Svelte Runes.
TypeScript handlers that update rune-backed state (sendMessage, didTool, budget hooks, etc.):
https://github.com/SimHacker/MicropolisCore/blob/main/apps/m...
Simulator attach/detach, singleton engine load, wiring JSCallback into Micropolis:
https://github.com/SimHacker/MicropolisCore/blob/main/apps/m...
The pattern: C++ fires callbacks with enough context for the UI; TS updates $state; components read micropolisReactive (peek / poke / memory / getSnapshot) instead of calling Embind or touching HEAP* directly. That is where the rubber hits the road for interactivity.
Heap access is its own footgun. Emscripten may expose Module.wasmMemory, HEAPU16, or neither until init; some getters throw if you read too early. Centralized helper:
https://github.com/SimHacker/MicropolisCore/blob/main/apps/m...
Bridge design, Vitest against real WASM, teardown order with Embind lifetimes:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Map rendering: WebGPU tile renderer with canvas fallback (legacy WebGL frozen, now reimplementing in WebGPU). The renderer reads 16 bit flags + tile indices from direct simulator memory views into WASM linear memory (mapData / mopData), not per-frame Embind copies.
https://github.com/SimHacker/MicropolisCore/blob/main/packag...
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
City saves are a defined binary format (.cty), not fwrite of engine structs. Live map data is views into WASM linear memory (mapData / mopData), not embedded native pointers -- same idea as the article's side-table fix, but that is how this codebase is already structured.
Why I find this stack interesting: original SimCity engine lineage, narrow Embind surface on purpose, reactive TS facade so automation and UI share one sim without reviving the old Python/SWIG/pyGTK path. Sprites (trains, choppers, generic orange monsters wrecking chaos and havoc -- definitely not Godzilla [TM], but possibly Trump adjacent) simulate in C++; compositing them in the WebGPU path is still work in progress.
The WebGPU renderer is being built as a general stack with pluggable layers, including Sims content rendering (characters, animations, terrain, objects, walls, floors, ui effects, etc).
Character animation demo:
VitaMoo code:
https://github.com/SimHacker/MicropolisCore/tree/main/packag...
Unified WebGPU Renderer:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Render Core Package:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Renderer Plugin Roadmap:
https://github.com/SimHacker/MicropolisCore/blob/main/docume...
Live Micropolis tile renderer and simulator demo (no other ui yet, work in progress):
Demo of the simulator, cellular automata, and tile engine to Jerry Martin's music:
https://www.youtube.com/watch?v=319i7slXcbI
Repo: