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View Code? Open in Web Editor NEWRaytracer demo written in Dart
Raytracer demo written in Dart
I'm surprised to see how well JVM did in the tests, would those results be similar on Android?
For instance using Java vs C# vs Dart, with help of Xamarin Framework and Flutter.
I'm curious because at Xamarin they ported the whole Android operative system to C# and the C# version seems far superior in the test they performed.
Hi,
I believe the benchmark is not correct, mostly because you are depending on some system implementations on every platform that you need to get rid of.
For example, the native c# benchmark is using the "SetPixel" method to draw pixel by pixel the image. The SetPixel method is awful slow and nobody will ever use it for something like this. Usually you lock the bitmap and access the bitmap memory directly.
Didn't check the js versions, but I guess you are doing the same with canvas. I think a correct implementation would have to render the image in memory (as byte[] in c#, maybe as Uint8ClampedArray in js) and then use that to draw the image (that would be just for visualization purposes).
Also, I would remove the "setTimeout" thing that it's there in JS just to not block the browser, but since this is a benchmark, it can skew the results quite bad (yes, in some browsers/machine configurations you may get the message "this script is taking too long...", but hey, again, it's a benchmark).
Regards,
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