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  LWJGL and modularity  (Read 1286 times)
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Offline Deadcow

Senior Newbie

Back from beyond ... Moo!

« Posted 2005-01-31 07:20:31 »

Hi there,

If some of you are Linux users, they probably have dealt with Linux kernel compilation ( or various other software system compilation ). For the others let me explain how it works: First, you edit ( using a dedicated tool or even manually )  a configuration file specifying which "kernel modules" you want to include in the kernel, then you compile it. Modules can have dependencies with each others ( ex. the firewall module require the network module ). So, you can build your very own kernel containing only the modules you need and nothing else. This have numerous aventages. Mainly it leads to potentially ligthweight result, but it also allows a plethora of modules to exists without bloating the kernel.

Maybe lwjgl can works like this? Each extension ( even GL* ), utility ( Bone animation, devil, openal, etc ) can be considered as a module. A module database ( xml files ? ) is used by a tool to produce an ant file, then the whole shebang is compiled and packed in a single tailored jar file.

Thoughts are welcome !
Offline princec

« JGO Spiffy Duke »

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Eh? Who? What? ... Me?

« Reply #1 - Posted 2005-01-31 08:19:53 »

LWJGL is too small to need to do this.

In a matter of 30 seconds I can throw out any bits I don't need from the Jar and the MSVC build.

Seeing as the whole lot weighs in under quarter of a meg anyway when it's LZMA'ed it's really not on our agenda!

Cas Smiley

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