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 ------------------------------------------------------------------------------ Stay on top of everything new and different, both inside and around Java (TM) technology - register by April 22, and save $200 on the JavaOne (SM) conference, June 2-5, 2009, San Francisco. 300 plus technical and hands-on sessions. Register today. Use priority code J9JMT32. http://p.sf.net/sfu/p _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list