Re: Complexity of new hardware

"Jarkko Lempiainen" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <F76F17E37283484AA2449AC53C6D2056@Tikru>
So far defining introspection straight in C++ has worked well for me, so you
don't have to generate nor parse anything and have full arsenal of C++
features in your use.


Cheers, Jarkko


-----Original Message-----
From: Nicholas "Indy" Ray [mailto:[email protected]] 
Sent: Saturday, April 18, 2009 12:07 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Complexity of new hardware

I find that when parsing c++ it's to easy to write code that is
outside the scope of what you're parser can handle and it's much nicer
to do a to-C++ style compiler. The trick with that though is to ensure
that you're compiler does not depend on any code that it generates, if
it does, then you are in all sorts of hell.

Indy

On Fri, Apr 17, 2009 at 1:42 PM, Mat Noguchi <[email protected]> wrote:
> Do tell! Are you talking about cross dependencies between magic
file<->C++?
>
> MSN
> -----Original Message-----
> From: Alen Ladavac [mailto:[email protected]]
> Sent: Friday, April 17, 2009 1:37 PM
> To: Mat Noguchi
> Cc: Game Development Algorithms; Jarkko Lempiainen
> Subject: Re[2]: [Algorithms] Complexity of new hardware
>
> Friday, April 17, 2009, 9:59:01 PM, Mat wrote:
>> You could always flip that around and have a to-C++ compiler.
>
> And get tangled in a dependency quagmire. Used that a long time ago
> and I like this direction much better. :)
>
> Alen
>
>
>
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