[Seattle] Fwd: Seattle CL People?

Clint Moore clint at ivy.io
Sat Feb 14 18:25:23 UTC 2015


On Sat, Feb 14, 2015 at 9:29 AM, Brandon Van Every <bvanevery at gmail.com>
wrote:
>
> On Fri, Feb 13, 2015 at 7:29 PM, Clint Moore <clint at ivy.io> wrote:
>
>>
>> And hey, if you lack optimism, there's quite a few tools out there that
>> will help you write your own language - LLVM chief among them.
>>
>
> My view of LLVM is it's not a "tool", it's a commitment to a *huge* chunk
> of code and infrastructure.  A rather particular way of doing things that
> embodies a highly industrialized mentality for how a language developer
> will spend his/her time.  This ain't a clean bootstrap ala a Forth or
> Scheme.
>
>
>>   It seems interesting to note that, in the vein of game development,
>> NVIDIA's CUDA compiler is written on top of llvm.
>> https://developer.nvidia.com/cuda-llvm-compiler
>>
>
> Sure, but unless NVIDIA is giving that code away, or unless you're going
> to write all your game logic in shader or GPGPU stuff, who cares?  I think
> it says something about writing low level 3D graphics code, but that's only
> part of game development.  An AI for instance, why would you commit the
> architecture of that to a GPU?  Even more generalized geometry processing
> or game physics, you have to be careful what you lock yourself into.  Also
> whether you've lost track of what the game is and are just writing tech sim
> code.
>
>
>>
>>   Then again, there's Haskell, which might very well be a good solution
>> these days.  There's a 4 year old thread on SO at the bottom of this
>> message if you're curious.  Haskell is my #2 language, especially when
>> speed is a concern.
>>
>
> I'm trying to remember why I last gave up on Haskell, other than the usual
> weirdness issues.  I think because, FP purity doesn't seem relevant to game
> simulations?  Keeping and modifying state seems to be what many games
> actually are.  Then there are some practical issues like garbage collection
> behavior and whether anybody bothered to talk to DirectX.
>

  Ok then.  Nevermind.
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