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)

Reply via email to