What about system requirements? Do you think this will use more or less power when compared to Danmakufu?
Hard to give any real numbers at the moment. My desktop, where I do my development, is (if I remember correctly):
AMD Sempron 3000 or so
1GB ram
WinXP
a good five(-ish) years old
The program, as-is, runs perfectly smooth with 363 objects (minimal collision scripts at the moment, though). And that's with my habit of leaving ten or so multi-tab Firefox windows open at a time.
At the end of the day, though, how much power is needed will all come down to the scripts being run. A script that says "lol fier bullat" is probably going to need less processor than "go here and draw the crazy effect while firing an ellipsis of bullets that slowly home in on each other while moving towards the ... etc" :V
This is being built from the ground up to replace danmakufu isn't it? I'd assume its suppose to be faster...
Being more efficient than Danmakufu is certainly a goal, although it might not be quite there at first. Implement, then optimize - that's how I tend to do things. Although, if I see optimizations I can do right off the bat, of course I'll throw them in.
So is this going to have multicore support ? :V
Danmakufu runs on multiple cores, so I hope to God on high that this will as well.
Danmakufu does what now? o_O
... shit, now I need to look up how to do this. And perhaps note to get a multicore processor when I finally decide to update my semi-piece of shit desktop. :V
Good thing you brought this up, though. A lot of the things done in this engine are stupid easy to work into parallel processing, so it should be able to take advantage of multiple cores quite easily.
Only real issue you'd come across is that, if you're parallelizing things like running the tick scripts of each object, you could run into situations where the different scripts may not always run in the exact same order; if this becomes an issue there are ways to work around this, though.
I noticed the plan is to use a single "numbers" data type for all numbers; I can see the simplicity in that, but feels kinda memory expensive if you were to like use doubles for all numbers.
Are you seriously going to be storing so much data that this will even be a concern?
double = 8 bytes, if I remember correctly.
Even NTSD, which goes hell-crazy with arrays of arrays of arrays of numbers (no joke!) probably only stores at most maybe a hundred or so numbers for its own use, so that's only going to be maybe 1K or so of RAM used there.
The list of objects will be a bit more, with each object having at the least X, Y, angle, and speed as numbers, so (for now) 32 bytes in numbers per object. Times, say, a few hundred objects on screen at once, you get around 10K of RAM used in numbers. Still not that much, considering the average computer these days easily has at least a half gig or more of RAM.
For reference, Windows has a virtual memory page size of 4K (I just google'd it) - this means that Windows swaps memory in and out of RAM in 4K chunks. So we're talking about maybe a few pages of RAM here ... I don't think this should become a big issue that easily.
Of course, feel free to disagree if you have some reasoning against what I said.