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by flyingswift
1865 days ago
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This is actually untrue, you want to do as much as possible in the renderer process. The main NodeJS process is responsible for all user interaction, including mouse clicks and keyboard input. If you block the main process, the entire app will become unresponsive |
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Think of it like this: let’s say you’re creating an Electron equivalent to Mathematica. You have a big native blob of maths evaluation code. Where are you going to run it — in the renderer (as Emscripten WASM) or in a worker thread of the native app (as a native static library or DLL)?
Or let’s say you’re doing an Electron BitTorrent client. Where are you going to handle the network connections and do the file management and... basically everything the app does? Well, in this case, you have no real option: the renderer can’t open raw TCP sockets. You’ve got to do it native. (But it would have been the better choice anyway, for IOPS reasons—localStorage + virtualized attachment downloads don’t buy you very much disk concurrency.)
A less clear-cut case is a game engine. The answer there depends on whether you can get a handle to the renderer’s Canvas from your native code. If so, then the choice is obvious: native game engine, draw to renderer’s canvas. If not, it might still be more CPU efficient to go native: you might be able to approximate that over RPC if your game has a bandwidth-efficient wire protocol representation of its render command stream (as e.g. most 2D tile based games do.) Only if neither of these work would putting the game engine into the renderer be optimal.