Eaglercraft 1.12 Wasm Gc | POPULAR |

And the browser’s garbage collector just hummed along, quietly collecting fallen leaves in the background.

The first test was a superflat world with 64 villagers. On the JS backend, frame rate dropped to 15 FPS with major GC spikes every 5 seconds. On Wasm GC? A steady 45 FPS. No visible hitches. The collector ran concurrently, reclaiming entire chunks of blocks and entity pathfinding data without stopping the world — in both senses. eaglercraft 1.12 wasm gc

That night, the code was pushed to a public branch. Within days, players were running modded 1.12 worlds on school Chromebooks, fighting the Ender Dragon with zero lag spikes. And the browser’s garbage collector just hummed along,

Then came the experiment: .

WebAssembly Garbage Collection is a new proposal that allows compiled languages (Java, C#, Kotlin) to manage memory using the browser’s built-in GC, rather than emulating it in JavaScript or manually managing linear memory. For Eaglercraft, this was revolutionary. On Wasm GC

Alex recompiled the 1.12 client using a custom TeaVM fork targeting Wasm GC. Instead of outputting JavaScript heap management, every object allocation, every new BlockPos() , every HashMap of entities — all became Wasm GC structs and arrays, traced and collected by the browser’s optimized garbage collector.

Eaglercraft had already pulled off the impossible: a full Java-to-JavaScript recompilation of the Minecraft client using TeaVM, plus a custom WebSocket-based multiplayer protocol. It ran in any modern browser, no installation needed. But version 1.12 was a beast — over 8 million lines of Minecraft code, plus the labyrinthine complexity of the 1.12.2 engine. Performance stuttered. Garbage collection froze the screen mid-PvP.