On Wed, 2006-07-12 at 08:47 +0200, Nicolas Cannasse wrote: > >>> Would it be feasable to build a 3d game engine with > >>> neko and daniels opengl bindings? > >>> > >>> I've been looking at torque and its torquescript, but it seems > >>> it doesnt compile the scripts.. which seems sorta silly.. > >>> > >>> Would nekovm be able to handle something as complex as a game engine? > >> Yes, definitly. > > > > Except for dependence on Boehm gc .. which raises the question, > > is there still a plan for a Neko gc? > > What is the problem with Boehm GC ?
Conservative world stop collector. Which means collections scan all bytes of memory --> may cause jittering in a game. In addition it doesn't work with native C++, you have to compile your C++ with gc headers which means it won't work with already built libraries. (Assumes you're using GC aware programming, not the malloc/free plugins). This is one of the obstacles to embedding Neko in Felix. (the use of setjmp/longjmp is another .. these C functions cannot be permitted in C++). -- John Skaller <skaller at users dot sf dot net> Felix, successor to C++: http://felix.sf.net -- Neko : One VM to run them all (http://nekovm.org)
