Re: [Algorithms] Complexity of new hardware
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From: Jason H. <jas...@di...> - 2009-04-28 02:46:45
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What's missing in C# is someone to convert my entire runtime library and tools into it, without losing any of the platform specific bit twiddling or the careful memory-tweaked asset management, and making it interface to all the 1st party libraries that we have to link to. :-) C# is great for certain kinds of tools, but as a complete replacement for a runtime system.... I think anything that isn't a systems language will be at a disadvantage for various reasons, and not solely due to inertia. (To hijack the thread a bit) While my engine is currently C++, I'm going with LUA for the majority of the game systems. I seriously considered Pawn and Game Monkey. The main thing that seemed good about Game Monkey is that it's very close to C syntax, so I could code in it with minimal re-education. However, the lack of a really nice debugger and considerably smaller community supporting makes it less attractive than LUA, for example. Pawn was neat, but isn't quite mature enough to be completely useful--it still has occasional parsing problems, can't easily reload a script live, etc. It did have a really nice feature that drew me toward it: the exact memory requirements for a script was known offline. Pawn also was a register machine rather than a stack machine, so it could be compiled to native code and translated to very fast code, compared to most other JITs. LUA worries me a bit because I've heard it's a little fast-and-loose with memory, though I imagine that depends a lot on the way scripts are written. JH Randall Bosetti wrote: > Is Mono lacking maturity in its tools or its runtime? > > Miguel's recent announcement of a fast SIMD implementation for Mono > (http://tirania.org/blog/archive/2008/Nov-03.html) strongly indicates > that performance is not an issue. In fact, the benchmarks linked from > his post indicate that the new runtime can beat naive C++ > implementations. Of course, this is only for bare number-crunching. > > MonoDevelop seems to be lacking support for dedicated console > development (no remote debugger, etc.), but is there something missing > for desktop games? Any info you have is appreciated: I'm considering > writing a simple shooter in C#. > > - Randall > > |