Re: Complexity of new hardware

Jon Watte <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Gregory Junker wrote:
> Short answer: we use C++ and its tools because it is still the best
> compromise, using multiple criteria, among all of the possible solutions.
> Granted, C++0x may change that, but luckily it's still a draft...
>
> I would ask -- to which game-development-specific problems do you refer?
>   

Games often need high-performance data metadata, more than business or 
device driver development. A high-performance compile-time and run-time 
introspection feature in C++ would be great; especially if it could be 
integrated with templates! The compiler already has all the information; 
the standards people just don't want to add the necessary accessors to 
class type_info :-(

Sincerely,

jw


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