Re: Complexity of new hardware

"Marc B. Reynolds" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <2E6CA2656E8046AA8C96C6F2F0B9FC41@croaker>
How the backend is handled is irrelevant to what I was attempting to say,
which is basically I don't believe in any "fits-all" languages.


-----Original Message-----
From: Sam Martin [mailto:[email protected]] 
Sent: Wednesday, April 22, 2009 5:59 PM
To: Alen Ladavac; Game Development Algorithms; Gregory Junker
Subject: Re: [Algorithms] Complexity of new hardware


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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