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With shared array buffers it’s not actually a big problem. We’re building a multithreaded game that targets wasm and we just spin up workers up front which all use the same shared memory, and then just use standard concurrency primitives to schedule work on them. Just have to be careful not to block on the main thread, and you have to serve all your assets from the same domain for browsers to allow you to make shared array buffers.



That's very helpful. Thanks.




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