~/talk

Fallacies of Doom - Lessons learned from porting Doom 3 to Java

Talkat NDC London 2019 · 2019-01-30..02-01· [game-development, java]
links:none on file
slides:none on file

Ports the Doom 3 C++ codebase into Java as djoom3, using the Lightweight Java Game Library (LWJGL) and tackling about 600,000 lines of game code; shows concrete pain points: lack of operator overloading, missing unsigned primitives and structlike memory layouts, expensive boxing/primitive conversions, and C++ macros/unions that require workarounds. Demonstrates a running build with physics and rendering but chases subtle differences (float precision, inlining, JVM debug/watchpoint slowness) and a color-shift bug traced to an NVIDIA driver quirk.

AI-written summary · about

  1. 0:00Intro
  2. 1:18Boring intro: history
  3. 9:16Operator overloading
  4. 13:14Unsigned primitives
  5. 15:48Immutability, const vs final
  6. 20:33Grandfather inheritance
  7. 24:45Death by Macros
  8. 30:24Hungarian Camels
  9. 35:22CHOOSE THE FORM
  10. 36:14Destructor
  11. 37:46Default arguments
  12. 39:20Inlining
  13. 42:06The memory watcher
  14. 44:465.1.2. Widening Primitive Conversion
  15. 46:55Floating point operator precedence
  16. 49:54A backwards compatible story?
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