Re: Software Architecture/Design

Mat Noguchi <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <D7F4D9E414140644BF099886C28C6636299D913000@bngexchange01.bungie.bng.local>
> We cannot object to garbage collection forever, any more than we could
insist on ASM code for everything forever.

If you can garbage collect, you can determine more about an arbitrary system than if you can't.

Now whether that has to be a language feature or one that falls out of a more disciplined approach to programming is an implementation detail.

MSN
-----Original Message-----
From: [email protected] [mailto:[email protected]] On Behalf Of Brandon Van Every
Sent: Wednesday, June 09, 2010 9:28 AM
To: [email protected]
Subject: Re: [Sweng-Gamedev] Software Architecture/Design

On Wed, Jun 9, 2010 at 12:13 PM, Richard Fabian <[email protected]> wrote:
> On 9 June 2010 16:49, Brandon Van Every <[email protected]> wrote:
>>
>> Why is "wrestling with a pig" (C++) an unshakeable job requirement?
>> Why not work on a segment of gamedom that would admit less than a 100%
>> performant programming language?  Why not work for a company that
>> believes in that, or create one?
>
> I'm selfish, but not so selfish that I'd just run away from a problem.

I've made the personal decision that it's time to move on.  I don't
see it as running away, but rather, embracing the inevitable future.
We cannot object to garbage collection forever, any more than we could
insist on ASM code for everything forever.

I've also been around the block in open source long enough, have
contributed enough, and have been seriously burned enough, not to care
about being selfish in my development.  Making something that lots of
other people will use is just not a requirement anymore.

> Also, I care about performance.

So find out how much performance you can get when virtual machines and
garbage collection are a given.


Cheers,
Brandon Van Every
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