Re: My thoughts on C# and gaming.

Richard <[email protected]>
Newsgroups gmane.games.devel.sweng
Organization multi-cellular, biological
Message-ID <[email protected]>
In article <[email protected]>,
    Bill Kelly <[email protected]>  writes:

> Unfortunately this gaffe has rather distracted from my claims
> that I feel more productive in Ruby for certain tasks than C++.

Well, I definately hear what you are saying and you might be surprised
to find that I agree with the general sentiment.  I feel more
productive in C# than I feel in C++ when doing the things C# is good
at: business formsy apps.  I feel more productive in Mathematica than
C++ when doing things Mathematica is good at (inference engine,
symbolic equation solving, extended precision numerical grinding).
Ditto for perl and the unix favorites awk/sed/grep/uniq/wc/etc.

I don't know about Ruby, I haven't learned that yet.

C++'s philosophy seems to be "only pay for what you use" and hey, if
you don't want to use it, then you don't pay for it.  Hence the
library approach to everything and more recently the explosion of
template libraries (i.e. Modern C++ Design's "policy based design")
which exploit static polymorphism instead of dynamic polymorphism.

The flip side of C++'s philosophy seems to be that if you need lots
of stuff, you gotta pay for it (library dependencies, compile time,
whatever, but there will be some cost even if its only code space for
the library).

The gaming development commentary seems to come back to "I can't
afford it, so I won't pay for it".  Of course, that same statement
could have been said at an earlier time about C/C++ vs. assembly.
That leads me to wonder if the C# proposition isn't "if" but "when".
At what point will C# be good enough at exploiting the available
computing power that it is good enough for a real-time game?  If not
now, when?
-- 
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