How to Shrink ammo.js WebAssembly Memory
While WebAssembly does not natively support shrinking its allocated
memory buffer during runtime once it has expanded, optimizing and
controlling the memory footprint of ammo.js is highly
achievable. This article explains why WebAssembly memory cannot be
directly shrunk, outlines how to prevent ammo.js memory
from growing uncontrollably, and provides practical strategies for
reclaiming system resources in web-based physics applications.
The WebAssembly Memory Limitation
WebAssembly (Wasm) utilizes a linear memory model represented as a
contiguous array of bytes. In the browser, this is managed via the
WebAssembly.Memory object.
During runtime, if ammo.js requires more memory than
initially allocated, Emscripten-compiled builds can grow this buffer
using the Memory.grow() API (provided
ALLOW_MEMORY_GROWTH was enabled during compilation).
However, the WebAssembly specification does not currently feature a
corresponding shrink instruction. Once the browser
allocates a certain buffer size to the Wasm instance, that memory cannot
be returned to the host operating system while the instance remains
active.
To minimize the memory footprint of ammo.js during
runtime, developers must focus on prevention, proper object lifecycle
management, and instance recreation.
1. Prevent Growth via Manual Memory Management
Because ammo.js is a direct port of the C++ Bullet
Physics engine, JavaScript’s automatic garbage collection does not apply
to objects allocated inside the WebAssembly heap. If you create physics
bodies, shapes, or vectors without explicitly deleting them, memory
leaks will occur, forcing the Wasm heap to grow permanently.
To prevent unnecessary memory expansion: * Always call
Ammo.destroy(object) on any temporary or deleted physics
objects (such as btVector3, btTransform,
btRigidBody, and collision shapes) when they are no longer
needed. * Reuse temporary math objects (e.g., vectors and transforms
used in render loops) rather than instantiating new ones on every
frame.
// Example of reusing a vector to prevent heap growth
const tempVect = new Ammo.btVector3(0, 0, 0);
function updatePhysics(body) {
tempVect.setValue(0, -9.8, 0); // Reuse existing memory
body.setGravity(tempVect);
}2. Re-instantiate ammo.js to Reclaim Memory
If your application transitions between different states—such as
loading new levels in a game—and the Wasm heap has grown excessively,
the only way to release that memory back to the system is to destroy and
recreate the ammo.js instance.
To successfully reclaim memory: 1. Nullify all references to your
active ammo.js objects, physics worlds, and the
Ammo namespace itself. 2. Allow the browser’s garbage
collector to release the underlying WebAssembly.Instance
and its associated WebAssembly.Memory buffer. 3. Fetch and
initialize a fresh instance of ammo.js for the next session
or level.
3. Optimize Initial Emscripten Build Settings
If you compile your own custom build of ammo.js using
Emscripten, you can tightly control memory allocations using compilation
flags:
INITIAL_MEMORY: Set this to a realistic estimate of your application’s peak memory usage. Setting it accurately prevents the runtime from needing to grow the memory buffer.ALLOW_MEMORY_GROWTH: While disabling this flag prevents memory from ever expanding, it will cause the application to crash if the limit is exceeded. If left enabled, you can useMAXIMUM_MEMORYto place a hard cap on how much system memoryammo.jsis allowed to consume.