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Re:Rocket – A Rust game running on WASM by haberman on Monday December 04, 2017 @12:50PM (#15845843)
Looks like the actual artifacts are a 6kB html (with embedded JS) and a 52kB .wasm file.

https://github.com/aochagavia/rocket_wasm/tree/master/html

It's very nice to see that this "scales down", so-to-speak. It can be really disheartening to see small programs compile into hundreds-of-kB binary images. It's great to see that Rust+WASM can be so lean!

Re:Rocket – A Rust game running on WASM by steveklabnik on Monday December 04, 2017 @12:52PM (#15845862)
a "add one to a number and return it" compiled this way results in a ~100 byte binary. It's about twice the size of writing it by hand, but those gains get lost as soon as you start doing real things, so it's not a big deal.

One big jump in binary size starts when you use the allocator, as then it needs to include the allocator's code.

Re:Rocket – A Rust game running on WASM by haberman on Monday December 04, 2017 @02:25PM (#15846648)
It would be nice if there was a modern malloc implementation (with good multi-threaded performance) that optimized for size.
Re:Rocket – A Rust game running on WASM by steveklabnik on Monday December 04, 2017 @02:50PM (#15846830)
We use a Rust port of dlmalloc with this toolchain.

Multithreading doesn't matter to wasm yet, incidentally; it's still single threaded.

Re:Rocket – A Rust game running on WASM by wofo on Tuesday December 05, 2017 @04:13AM (#15850702)
Note that I am using the allocator in Rocket, so I would estimate the size to be something around 40kB