One of the most interesting features of WebAssembly is its memory model. Despite providing a system that allows for direct access and control of raw bytes, it does this in a way that offers more safety than one would typically expect out of low-level environments like C/C++. WASM memory
With WebAssembly (WASM) emerging outside the browser, several options for embedded WASM have begun to mature. One such platform is WASM3 [https://github.com/wasm3/wasm3]. It positions itself as "The fastest WebAssembly interpreter, and the most universal runtime" with cross-platform support across a range of architectures and operating systems.
WASM4 is a virtual game console that's very reminiscent of the Pico8 [https://www.lexaloffle.com/pico-8.php] system. It's an idealized system with a display format, sound system, and controller inputs similar to retro gaming consoles without the inconvenience of physical hardware. Games are distributed as self-contained WebAssembly (WASM)
💡If you're just looking to sign your binaries, I recommend using a tool that has been validated and tested by the community. This blog post aims to cover the process of code signing using WASM as a medium and may not cover every use case. A few I found while
While WebAssembly's primary distribution format is a binary file, the spec describes a textual representation called the WebAssembly Text Format [https://developer.mozilla.org/en-US/docs/WebAssembly/Understanding_the_text_format]  or WAT for short. While WASM binary files are designed to be as small and compact as possible