Prototype Release
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Prototype Release
Version: vprototype
Date: 12.12.2025
Project Focus: Establishing core architecture, CPU emulation, and high-speed differential rendering.
New Features & Core Architecture
This initial release focuses on proving the central concept: a high-speed, byte-based OS simulation.
1. Single [to Dual] -Core Emulation & Processing
- Feature: Implemented a Simulated Dual-Core CPU Architecture (Core 1 and Core 2).
- Details: The system now successfully splits incoming data streams (bytes) between the two simulated cores, utilizing Godot's asynchronous processing features (
await) to achieve genuine parallel processing simulation. - Key Achievement: Demonstrated execution times down to ~100 microseconds for core rendering tasks, validating the high-speed processing goal.
2. Hyper-Efficient Differential Rendering
- Feature: Introduced the custom, Pixel-Based Differential Rendering Engine.
- Details: The system tracks the state of the simulated display (1280x720 pixels by default) in memory. Rendering commands now compare the current state (bytes) against the last state, processing only the units corresponding to changed pixels.
- Impact: This bypasses the performance overhead of traditional frame-by-frame rendering, resulting in the system's signature snappy, instantaneous UI updates.
3. Byte-Level Data Handling
- Feature: Established a unified Byte-Based Data Pipeline.
- Details: All core functions, from initial application startup to rendering instructions, are processed as raw binary strings. This enforces strict efficiency and mimics low-level OS data management.
4. Custom Console and Logging
- Details: The console tracks execution times, core loads, data validation errors, and user commands.
- New Commands: Added
list,shutdown, and the flexiblecoregui [resolution]command for manually triggering core load and rendering tests. (or just coregui)
Changes, Improvements & Fixes
General System
- Added: Persistence for user settings (currently
last_resolution) via a simulated boot sector file (shutboot_data.json). - Improved: Core color feedback now accurately reflects Active (Bright Blue) and Idle (Dark Blue/Gray) states during processing.
- Added: Background Rendering Loop set to automatically trigger differential renders every 5 seconds to simulate continuous system activity.
Stability & Cleanup
- Fix: Resolved the persistent issue where hidden tabs/spaces caused indentation errors on lines 232 and 275 (the core render path). The code is now guaranteed to use strict 4-space indentation throughout.
- Improved: Implemented temporary log file cleanup (
_clean_temp_log()) on startup and shutdown to maintain a tidy project environment.
Known Issues & Future Plans
Known Issues (To be addressed in v1.1.0)
- The system currently relies on Godot's native threading for true parallelism; full thread management within the GDScript layer is a future goal.
Upcoming Features for v1.1.0 (Focus: Interface & Modularity)
- Interactive Desktop Icons: Adding functionality to simulated applications.
- Modular Process Loading: Implementing a system to "load" new processes (simulated apps) via command line.
- Resolution Switching: Fully implementing the ability to change the simulated display resolution (e.g., from 720p to 1080p).
Stay tuned for more updates!
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