Re: F# fsharp
Brandon Van Every <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Tue, Jun 8, 2010 at 2:59 PM, Mickael Pointier <[email protected]> wrote: > >>> If you want game scripting, go with whatever fits your particular needs >>> -- >>> which most of the time doesn't include having to include a JavaScript >>> runtime (V8, SpiderMonkey, etc), or a CLR runtime (Mono, Microsoft .NET). >>> But sometimes it does, I guess. >>> >> >> This is more about how long any given game developer insists on using >> C++. If a garbage collected virtual machine is already in use and >> deemed acceptable, then things like F# or Clojure are not much of a >> leap. >> > > Some people are developing on systems where C++ (or Java) is the only > possible choice, but if you can make sure that Sony, Nintendo, Apple, and > the gazillion of mobile systems around there accept F#, sure more people > will use it. My biases: I think PCs are a better deal for indie development than consoles, I hate the small screens + underpowered 3D of mobile devices, and I hate the web. So Windows-only F# development becomes acceptable to me. I like the potential of F# to make money on non-game gigs, to fund my indie habit. I don't imagine that any big game studio is going to move away from C++ anytime soon, as they will be shackled by the need to release on multiple consoles. I will look into Clojure when someone proves it's worth real money. Right now, it looks like some guy doing Yet Another Language without any serious industrial support. Cheers, Brandon Van Every _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com