Re: Software Architecture/Design
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <544459378.1499291276128092954.JavaMail.root@spooler1-g27.priv.proxad.net> |
----- "Brandon Van Every" <[email protected]> a écrit : > On Wed, Jun 9, 2010 at 3:00 PM, Mat Noguchi <[email protected]> > wrote: > >> 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. > > Well programming your AAA title with a Turing machine could be > construed as an implementation detail too. Too bad we don't have > good > formalisms for what makes a given software approach "a sow's ear," > but > heuristically I say C++ fits the bill. Too bad Turing machine doesn't exist, as I'm pretty sure the game industry would love them. Immediate access to an infinite amount of memory is a winner. More seriously, Mat made a point - the approach we use is strictly an implementation detail, as it does not have much effect on the form of the final product (but it has an effect on the work that is necessary to obtain the final product). As a consequence, the programming language we use (and its feature set) is yet another implementation detail. That doesn't mean it's not important. (and C++ is not a software appraoch. OO is. As well as careful design. As well as horrible design - which might fit your bill more nicely than C++). > > Cheers, > Brandon Van Every Regards, -- Emmanuel Deloget _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com