Re: Benchmarks for game applications (was: Re: nefarious Schemes)
Brandon Van Every <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Thu, Jan 28, 2010 at 2:52 PM, Mike Shaver <[email protected]> wrote: > On Thu, Jan 28, 2010 at 2:27 PM, Brandon Van Every <[email protected]> wrote: >> The Great Language Game > > Is the Great Language Game a good mapping to the performance > characteristics of what these languages are used for in gaming (either > as a script/design-logic adjunct or for the whole shebang)? Couldn't tell you. There's this problem that, in the real world, you don't have time to implement a game in 10 different languages. It's difficult for large bodies of code in different apps to have the same functionality, so instead the world turns to micro benchmarks. What such benchmarks can tell you, is where various languages sit in rough orders of magnitude of performance. For instance, even though Lua is a "fast" scripting language, it is still a scripting language. All interpreted languages are slow compared to C++, by an order of magnitude. They all clump in the same rough ballpark of performance, with Lua on the good end of the spectrum, and Ruby on the very bad end. There is no overlap with compilers. This used to be easy to see on the Great Language Game graphs, but now the preferred display method seems to be language vs. language comparisons. If there's a way to look at all the languages at once, great; I am too lazy to figure it out right now. Cheers, Brandon Van Every _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com