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 _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com