Re: Complexity of new hardware

"Sam Martin" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <A78F73023D9DAC4B967091570A1540CFEA9BD2@THHS2EXBE1X.hostedservice2.net>
Exactly - C/C++ is an excellent target format.

Haskell already compiles 'via-c'. I'd be looking at targeting any domain
specific language at generating C/C++, not assembly. This would also
greatly ease interoperability with other C/C++ which (as previously
discussed on this list) is absolutely essential.

I note that generating C/C++ doesn't mean you can't run your DSL in an
interpreted mode for fast development/debugging. I'd expect the tight
control over side effects in functional languages to aid this.

Ta,
Sam

-----Original Message-----
From: Alen Ladavac [mailto:[email protected]] 
Sent: 22 April 2009 16:35
To: Gregory Junker
Cc: 'Game Development Algorithms'
Subject: Re: [Algorithms] Complexity of new hardware

Just that the safest bet for the common representation is C++. It
already compiles to high-performance code on all platforms. :p

Alen

Gregory wrote at 4/22/2009:


CLR, in other words.  ;)
 

From: Marc B. Reynolds [mailto:[email protected]] 
Sent: Wednesday, April 22, 2009 4:56 AM
To: 'Game Development Algorithms'
Subject: Re: [Algorithms] Complexity of new hardware
 
IMHO the best solution is multiple HL languages that frontend compile
into a common high-level IR. 
 
I like functional languages, but most worldbuilders/scripters should
(virtually) never need to write in one. 





-- 
Alen


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