wasmdec VS trianglepacker

Compare wasmdec vs trianglepacker and see what are their differences.

trianglepacker

A C/C++ single-file library that packs triangles of a 3D mesh into a rectangle/texture. (by ands)
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wasmdec trianglepacker
5 1
390 55
- -
0.0 10.0
3 months ago over 7 years ago
C++ C
MIT License -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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wasmdec

Posts with mentions or reviews of wasmdec. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-11.
  • Capturing the WebGPU Ecosystem
    9 projects | news.ycombinator.com | 11 Nov 2023
    I think you're missing a good amount of nuance here

    minified JS can be turned into reasonable JS, yes, but you're probably not going to get TypeScript code back, so the same sort of challenge exists there.

    Assembly -> high-level language is harder, but there are absolutely binary -> C decompilers that are very popular/used in the RE community to make changes to existing programs.

    But that doesn't even matter, WASM is much higher level than assembly, it's a stack machine, there is no arbitrary control flow / labels / `goto`, there are pre-defined data types, etc. all of this means it's easier to convert WASM -> high-level language than it is with a generic x86/arm binary.

    There are WASM decompilers[0][1] which can convert WASM binaries into C code and back.

    In both cases (minified JS and WASM), you're not going to get out exactly what you put in, but WASM doesn't really change the situation very much given the widespread adoption of 'compile to JS' languages like TypeScript these days.

    [0] https://chromium.googlesource.com/external/github.com/WebAss...

    [1] https://github.com/wwwg/wasmdec

  • Would rewriting a JS library in WASM(Rust) provide sufficient obfuscation?
    3 projects | /r/webdev | 28 Dec 2022
    There are wasm2c and wasmdec that decompile to C. There is also rewasm, which decompiles WASM to Rust. But I don't know if they can reconstruct non-trivial logic, e.g. shapes of structures.
  • Wasmdec: Converts WebAssembly binaries to C (2018)
    1 project | news.ycombinator.com | 16 Apr 2022
  • Alternative for an existing plugin
    2 projects | /r/ReverseEngineering | 2 Aug 2021
    Have you considered just transpiling it to C? Assuming it's the pseudocode you're after, that should be enough by itself. You could also lift it and recompile to whatever your preferred architecture is.
  • 152kb WebAssembly interpreter that runs on six OSs with Cosmopolitan
    5 projects | news.ycombinator.com | 28 Feb 2021
    This is not less portable and will beat any wasm interpreter in terms of speed: https://github.com/wwwg/wasmdec

trianglepacker

Posts with mentions or reviews of trianglepacker. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-11.
  • Capturing the WebGPU Ecosystem
    9 projects | news.ycombinator.com | 11 Nov 2023
    So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.

    So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.

    Proven method #1: Pack these thousands of textures into a texture atlas.

    Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).

    Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.

    Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.

    Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.

    Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:

    https://github.com/nothings/stb/blob/master/stb_rect_pack.h

    https://github.com/ands/trianglepacker

What are some alternatives?

When comparing wasmdec and trianglepacker you can also consider the following projects:

wasm3 - 🚀 A fast WebAssembly interpreter and the most universal WASM runtime

apfel-kruemel - Pre-Designed Component Library for Spatial User Interfaces

idawasm - IDA Pro loader and processor modules for WebAssembly

pathfinder - A fast, practical GPU rasterizer for fonts and vector graphics

wabt - The WebAssembly Binary Toolkit

gpuweb - Where the GPU for the Web work happens!

rewasm - Decompiler for WebAssembly binaries

wgpu-native - Native WebGPU implementation based on wgpu-core

stb - stb single-file public domain libraries for C/C++

bevy - A refreshingly simple data-driven game engine built in Rust