Re: F# fsharp

Jon Frisby <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
On Jun 8, 2010, at 1:59 PM, Mickael Pointier 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.

Unity is an approved middleware for Wii, and since it is heavily based on a Mono runtime, that makes F# an option.  The source isn't included with the binary -- just the bytecode, or if ahead-of-time compilation is being used, just the native code (not sure what's used on Wii, but on iPhone/iPad, Unity does AOT compilation).  Effectively, F# should be fairly indistinguishable from C# if bytecode is in use.  If AOT is used, then the only really obvious "tell" are some "leavings" related to Mono that are still required -- DLLs with the bytecode removed (effectively just symbol tables as I understand it), and a few other bits and bobs.

-JF





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