Vue.js render() and $slots; Corrupt DOM

Just ran into an issue today when making a component with a custom render() function and messing around with vnodes passed in via $slots. A seemingly simple template produced really odd results where some DOM elements would disappear, some would be duplicated, some would be out of order, and others would have their inner content ripped out to their outside after a few rerenders. Small template tweaks would also produce vastly different output, sometimes seemingly correct output.

You can see an example in this codepen:

See the Pen Vue.js $slots with and without v-bind:key by Peter "Cobertos" F.

Is WebAssembly faster than vanilla Javascript?

I keep seeing GitHub issues of people just like me trying to figure out what WebAssembly (Wasm) and previouslyasm.js mean for performance-related javascript (in my case, games). WebAssembly should introduce less abstraction between you and the hardware and so your code should in general run faster, right? In reality this question is harder to answer because WebAssembly runs in a Javascript VM-like environment and was not made directly motivated for performance. I'll be putting aside the misinformation and anecdotes to hopefully find out if and how applying Wasm might make your projects more performant.

A bit of background

Chemistory Level and Net Code

chemistory level

Chemistory over the past couple weeks got a few new features, the biggest being an actual level and client/server networking code (or at least the start of it).


There's a separate build for client (Browser) and server (NodeJS), both of which run THREE.js and Oimo.js, though the server doesn't actually render anything. It took a switch to Gulp from Grunt, a pull request to WWOBJLoader2, and heavy use of ifdef-loader but it all actually talks to each other. Next steps are to add boilerplate for RPCs and member syncing and test out a little bit of multiplayer.

HelloWorld Games Jam Outcome

My current company, HelloWorld, hosted a small games jam after hours. Over the course of 5 days, James (another dev at HW) and I put together two small concepts utilizing a networking engine one of my other coworkers wrote

The original concept for my game was platformer where the player must escape a pool of rising lava and race her friends to some sort of goal. The first step was intergrating the networking engine with THREE.js and physics to get 3D aesthetics and correct movement. The actual gameplay is quite shaky due to integration problems and time limitations.