Eaglercraft 1.12 Wasm Gc Now
The Future of Browser Gaming: Eaglercraft 1.12 with WASM-GC Browser gaming is hitting a massive milestone with the evolution of Eaglercraft 1.12.2
- Determine browser feature availability; feature-detect Wasm GC and set up fallback paths.
- Port a single hot subsystem (pathfinding or physics) to Wasm (non-GC) and measure.
Medium term (3–6 months)
- Prototype Wasm GC object model for entities; run microbenchmarks and measure GC pauses and throughput.
- Try Java -> Wasm compilation for a tiny class set; evaluate feasibility.
Long term (6–12+ months)
- Rework core tick loop and entity system to optionally run in Wasm with GC for improved performance and predictable memory.
- Design official Wasm-based mod API and deployment pipeline with signing and sandboxing.
- Optimize packaging to minimize download size (code-splitting, streaming compilation).
Abstract
EaglercraftGPU.wasmGCEnabled
- propose a concrete benchmark implementation (Rust + JS) with code snippets and measurement harness, or
- draft an entity model design using Wasm GC pseudo-code and show how it maps to host rendering APIs.
- Java’s JVM is GC-heavy (objects, classes, vtables).
- Old Eaglercraft builds compiled Java → JS (slow) or WASM with manual memory management (complex, leak-prone).
- WASM GC allows direct mapping of Java objects to WASM GC objects, reducing overhead dramatically.