rvscript
vemips
rvscript | vemips | |
---|---|---|
8 | 17 | |
214 | 6 | |
- | - | |
8.4 | 5.3 | |
about 2 months ago | 9 months ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
rvscript
- Fast RISC-V-based scripting back end for game engines
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Creating register VM similar to RISC-V instruction set
Here's some prior art if it helps: https://github.com/fwsGonzo/rvscript
- rvscript: Fast RISC-V-based scripting backend for game engines
- RVScript: Fast RISC-V-based scripting back end for game engines
- Rvscript: Fast RISC-V-based scripting back end for game engines
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C++ Show and Tell - April 2022
This is one of the incantantions I am using (taken from here):
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libriscv: Multiprocessing for Compute Functions
I have a fairly simplistic variant of the game engine script that I try to keep current in https://github.com/fwsGonzo/rvscript, but it needs more work.
vemips
- Building a baseline JIT for Lua automatically
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On ELF, Part 1
Also, if anyone wants to see a hastily-written ELF loader that I haven't cared enough about to go back and clean up in C++, I have one here.
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Weird things I learned while writing an x86 emulator
I suggest MIPS.
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RTS programming game where you write real C++ code to control your player.
I actually wrote VeMIPS for this specific purpose.
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NASA Selects SiFive and Makes RISC-V the Go-to Ecosystem for Future Space Missions - SiFive
Unfortunately, I don't remember specifically. It was about when I wrote VeMIPS and was also working on figuring out an alternative ISA for a 3d printer board, and I'd noticed that a specific conversion instruction was missing on it. Maybe it was moving a double-precision register to the general purpose registers on 32-bit? Not sure anymore. I can look over IRC logs maybe to find out.
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rvscript: Fast RISC-V-based scripting backend for game engines
This is the exact purpose that I wrote VeMIPS for.
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libriscv: Multiprocessing for Compute Functions
Looks similar to vemips. Same rationale as well (embedding within a game or simulation).
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Chip8 Emulator for Android written in C++ using NDK and SDL
Probably wouldn't be too hard to add Chip8 as a backend to VeMIPS, though VeMIPS presently doesn't run on Android (only Win64 and in Javascript using asm.js).
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Zelda 64 has been fully decompiled, potentially opening the door for mods and ports
I personally dislike disassembling MIPS, and I wrote VeMIPS!
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1Hz Minecraft Redstone Computer
However, I did end up releasing VeMIPS, which is an embeddable MIPS32r6 emulator/VM which is heavily configurable, has a dynamic recompiler, and has instruction-level execution granularity, meaning that you can tell it "execute 10 instructions and return". This lets you implement things like cost per instruction, virtual CPUs with different performance characteristics, and so forth.
What are some alternatives?
OGSR-Engine - OGSR Project - Evolution of X-Ray Engine for S.T.A.L.K.E.R.: Shadow of Chernobyl
bf_jit - Over-engineered JIT compiler for bf
ObEngine - 2D Game Engine with Lua Scripting made on top of SFML !
Learning-Resources - This repository serves as a list of resources that I have personally found useful for learning about certain concepts
muzero-cpp - A C++ pytorch implementation of MuZero
mcresc - An interactive debugger for Mornington Crescent, written in ES2015
ROCm-OpenCL-Runtime - ROCm OpenOpenCL Runtime
MinecraftHDL - A Verilog synthesis flow for Minecraft redstone circuits
GPU-Raytracer - GPU Raytracer from scratch in C++/CUDA
sm64ex - Fork of https://github.com/sm64-port/sm64-port with additional features.
chrgfx - Converts to and from tile based graphics from retro video game hardware
GREED - RTS Programming game based on C++