Kernel aproach for game engine.
I've been thinking about the kernel based design proposed in the Enginuity articles. I wonder how many people around here has already implemented such a system for their projects, and I'd also like to know your oppions in pro or against such a design.
Thanks in advance. I'm all eyes.
Quote:Original post by I_Smell_Tuna
Uh...isn't that how everyone makes their applications?
I don't see why. But anyway, if do it like that, can you tell me something good or bad about it?
Well it's a very managed approach, if something goes wrong you can usually isolate it, and find out exactly what is going wrong in a timely manner, instead of looking through all your code trying to track down a bug.
For the amount of replies I got, it looks like nobody really uses this aproach.
weird. It looks pretty nice.
weird. It looks pretty nice.
Are you time travellers? That would explain why things from the past appear here, well that's the impression I have when I see people talking about "neat" stuff like that, when in Java we have everything ready today with ZERO effort.
The "services" in the link you posted sound much like what a JVM would do, and for further isolating the components, in terms of independent classloaders and life-cycle management in a microkernel fashion, this would do: http://www.eclipse.org/equinox/.
All those tools are stable and has been available since 20th century. When are you from? 1990?
The "services" in the link you posted sound much like what a JVM would do, and for further isolating the components, in terms of independent classloaders and life-cycle management in a microkernel fashion, this would do: http://www.eclipse.org/equinox/.
All those tools are stable and has been available since 20th century. When are you from? 1990?
Just loading dll/.so's on demand will do the trick just as well... it's really nothing java specific and NOT related to this design pattern here.
I base my designs off of it.
Granted, I don't use any of the code presented in the tutorials, but I do have a class hierarchy that is similar to that presented in part 2. As mentioned before, modularizing the code makes it easier to spot problems. I would imagine that it would also make it easier to convert to multithreaded code.
Granted, I don't use any of the code presented in the tutorials, but I do have a class hierarchy that is similar to that presented in part 2. As mentioned before, modularizing the code makes it easier to spot problems. I would imagine that it would also make it easier to convert to multithreaded code.
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