Originally posted by Dragonlord
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Also note that you can abstract the intensive number crunching parts of an engine into ultra-optimized native dlls. You can then implement the rest of the engine in a managed language with no or miniscule loss in performance.
Not to mention that languages like Ocaml are faster than C/C++ for a large number of tasks.
The right tool for the right job? 100% agreed. As time passes, managed languages are becoming suitable for a wider range of tasks. Other than low-level math, there's little that managed languages cannot do right now - and math isn't an intractable problem either (see Mono.Simd, which was added exactly because game developers requested it.)
Just because you have horse power to spare doesn't mean you have to squander it.
Use it make it run on systems with less horse power or to implement better game play. Many think this is just a game logic task but boy they are wrong. To do the right game logic you need always low level informations and gathering those requires number crunching to get it done fast.
Also, you still haven't listed any specific hack you have done in your program that you couldn't do in a managed language like C#.
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