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
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