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(+1)

That's an awesome feedback, thanks!

And yeah, the game uses the minified JS script from Macroquad for the WASM <-> Browser bindings (input, canvas rendering, etc). It's a recommendation and part of the engine guide itself, because that's the glue that make the Rust  "wasm32-unknown-unknown "
target work (basically, a WASM build with no assumptions on where it's  running at) 

hmm, quells any security concerns but now piques my curiosity in regards to bending WASMs strict module rules... i wonder if something like that could allow for dynamic wasm module instantiation

if you happen to have any reading material handy, id love to take a look. but i also dont mean to take up too much of your time

thanks for the reply!