C++/Java Engine without GC in graphics

Hey, I’m kinda addicted to this community so I’m going to keep posting about the C(++) client since it uses a Java backend and all, hope you don’t mind!

Here is the .dll hot-deployment API taking shape: http://edit.rupy.se/?host=move.rupy.se&path=/file/game.cpp&space

Replacing machine code on the fly is very underestimated!

If you think the code looks strange it is because it’s designed to avoid cache misses: https://en.wikipedia.org/wiki/AoS_and_SoA

So I lost my account in the move, but here is the first runnable prototype of this engine:

I’ll upload the engine to github with user editable stuff hopefully around christmas!

1 Like

Ok, so I’m back at it with an idea that feels interesting but potentially hard: Use my own J2ME KVM to script the game!!!

So I downloaded the source for CLDC 1.1 back when Oracle still had it on their site. It’s really tiny and does nothing more than a barebones JVM (or KVM as they call it; Kilobyte VM because it can run on 8KB of RAM).

It really fits the needs of my engine pretty well and since the rendering will be on another thread GC pauses and eventual inefficiences can be ok!

The reason I’m going on this route is I also want to have Java on the Raspberry Pico AND I want to replace nio and concurrency with userspace networking and my own concurrency for the backend… 3 flies in one hit!

Last but not least, I will ofcourse keep the C API for more hardcore devs. but Java is better because the compiler is distributed easily on Windows without having to download VS that is like 3GB now!!!

So anyhow an update on this forever project!

1 Like