B3 is a theoretical computing architecture, that combines the modern paradigm of the Kernel-space/User-space privilege and protection divide, with the marvel and prowess of Urban Müller's BrainF- programming language. Beyond the purposes of novelty, it is also intended as an expansion upon Müller's original insight into RISC architecture, as well as a pathway to the language that involves markedly less expletives, allowing for potential introduction to a more general audience as a computer science teaching tool.
B3 started as the model behind BFPhOS/beph2, inspired by the Android operating system's model of running user applications in a virtual machine environment, employing the use of Java and the JVM. BFPhOS and beph2 themselves were being developed alongside an imperative C-like language called a3 (for Attempt #3), which employed a compilation chain designed to translate familiar Von Neumann-style structures, from the high level, down to a series of dynamic macros for BrainF- code/binary generation. Eventually, amateur design decisions leaked down into the core components of the highest level stage of the chain, the main language compiler, and the choice was made to take what was learned from a3 and begin work on a4. During the pre-planning stage of a4's design, the idea arose for a version of beph2's architecture that could, in theory, be implemented in silicon, instead of only as a wrapper operating system for the inner BrainF- based kernel code it would hold and talk to. Being that the original intent behind BFPhOS and beph2 was to provide a central processing paradigm for BrainF- to make involved and extensive use of in order to produce an operating system, the beph3 idea was run with and sparked the development of the B3 architecture. Note: beph3 marks the initial incarnation of the B3 architecture; should a revision of beph3 be called beph4, it will still be under the B3 nomenclature.
July 2025:
Right now, B3 is in incredibly early development. This website isn't even finished, so if you're reading this you've probably found my hidden link on notqdoctor. Development will probably be a lot further along by the summer of 2026, but through July of this year I'm mostly focusing on a 4D exploration game with properly intuitive controls and Quake-like engine internals. It's also gonna be multiplayer, so keep an eye out for that come August. Until then, I'll try to update this page when I can; stay tuned!