Ammo.js WebAssembly Heap Limit Exceeded
This article explains what happens when the ammo.js
physics engine exceeds its allocated WebAssembly (Wasm) memory heap
limit. We will explore the immediate technical consequences of running
out of memory, including application crashes and silent failures, and
outline how to diagnose and resolve these heap limit issues in your
JavaScript and WebGL projects.
When ammo.js—which is a port of the C++ Bullet physics
engine to WebAssembly—exhausts its allocated memory heap, the
application will immediately crash or behave unpredictably. Because
WebAssembly operates within a strictly allocated, isolated linear memory
buffer, exceeding this boundary prevents the engine from allocating new
physics bodies, colliders, or constraints.
WebAssembly Memory Exceptions
The most common outcome of exceeding the heap limit is a severe
runtime error thrown by the browser’s WebAssembly engine. You will
typically see an uncaught exception in the developer console, such as: *
RuntimeError: memory access out of bounds *
Cannot enlarge memory arrays
Once this error is thrown, the WebAssembly module enters a broken
state. The physics loop halts, meaning your 3D scenes will freeze, and
any subsequent calls to the Ammo namespace from JavaScript
will fail.
Memory Leaks and Null Pointer Dereferences
In WebAssembly, memory must be managed manually. If you continuously
create physics objects without destroying them using
Ammo.destroy(object), the heap will eventually fill up.
When the heap is full, internal C++ allocation functions (like
malloc) return null pointers. If ammo.js
attempts to write data to these null pointers, it causes a silent
failure or a crash. In some cases, instead of a clean browser error, the
physics simulation will simply stop updating, or objects will glitch and
fall through the ground because their underlying physics representations
could not be instantiated.
How to Resolve the Memory Limit
To prevent ammo.js from exceeding its heap limit, you
can implement the following solutions:
- Enable Memory Growth: If you compile your own
version of
ammo.jsusing Emscripten, ensure the-s ALLOW_MEMORY_GROWTH=1flag is enabled. This allows the WebAssembly heap to dynamically expand when it runs out of space, though it may introduce minor performance hiccups during expansion. - Increase Initial Memory: You can increase the
initial heap size at startup by configuring the Emscripten settings
(e.g.,
-s INITIAL_MEMORY=67108864for 64MB). - Strict Memory Management: Always clean up unused
physics assets. Whenever you remove a rigid body, collision shape, or
physics constraint from your world, you must explicitly free its memory
using
Ammo.destroy().