Homebrew Homebrew game Mindustry [SwitchGDX Port]

  • Thread starter Thread starter TheLogicMaster
  • Start date Start date
  • Views Views 1,517
  • Replies Replies 3
  • Likes Likes 3

TheLogicMaster

Active Member
Newcomer
Joined
Dec 28, 2021
Messages
41
Reaction score
115
Trophies
0
Age
25
XP
549
Country
United States
Mindustry.png


The automation tower defense RTS.

Ported to Switch using the LibGDX Switch homebrew backend, SwitchGDX.

Has a number of limitations such as long load times, no controller support, garbage collector stutters, no multiplayer support, limited mod support, and less than amazing performance, but it's otherwise a fully featured port of the game.

Release
Source
 
The game loads all cores no matter how much I'll overclock them... And the music with sounds is just cracked
 

Attachments

  • 2025030119081700-22730100FC0FC410FA6E2E57BD056D66.jpg
    2025030119081700-22730100FC0FC410FA6E2E57BD056D66.jpg
    244.3 KB · Views: 41
  • 2025030119102000-22730100FC0FC410FA6E2E57BD056D66.jpg
    2025030119102000-22730100FC0FC410FA6E2E57BD056D66.jpg
    131.4 KB · Views: 35
The game loads all cores no matter how much I'll overclock them... And the music with sounds is just cracked
The audio was originally much worse but was worked around a bit by increasing the buffer sizes, reducing stuttering at the cost of latency. Probably relates to the overall performance issues if the audio thread doesn't get run enough.

As far as the multi-threaded utilization, I never looked into performance other than load times and the rendering thread, but that is probably caused by the background task threads used for async asset loading. Normally, they would be sleeping most of the time, but my janky implementation of the multi-threaded runtime bits probably has busy waiting which unnecessarily adds utilization. I had assumed that the poor performance was just lack of optimizations in the transpiled C++, but runtime issues like this could probably greatly improve performance.
 
  • Like
Reactions: Pismire
Much lower utilization when using a custom Java ExecutorService for asset loading which actually sleeps properly.

2025030214591800-8AEDFF741E2D23FBED39474178692DAF.jpg
2025030215003500-8AEDFF741E2D23FBED39474178692DAF.jpg

Post automatically merged:

Just published a new release with the fix
 
Last edited by TheLogicMaster,

Site & Scene News

Popular threads in this forum