On Monday, 12 May 2014 at 16:16:06 UTC, bearophile wrote:
Perhaps the game industry has to start the creation of a language designed for its needs, like the scientific people have done (Julia), the browser ones (Rust), the Web ones have done, etc. With lot of work in less than ten years you can have an usable language.

I don't think games are unique or special. Most games are even in the "easy" space by having mostly static data. Meaning the amount of unexpected dynamic data is pretty low. Games also have the luxury of redefining the requirements spec to match available technology. The games industry does however have its own culture and paradigms and fashions… With subcultures.

However, most interactive applications will suffer from the same issues if you increase the load so that they run out of headroom. Even unix commands like find and grep have latency requirements if the interaction is to be pleasant. By good fortune "find" and "grep" haven't changed their interface for 40+ years, so they were designed for low performance CPUs. That does not mean that you cannot design a better "find"-like application today that will run into runtime related usability issues if you freeze the world.

At the end of the day, a system level language should support key strategies used for writing performant system level code in a reliable manner. It should also not lock you to a specific runtime that you couldn't easily write yourself. It should also not lock you to a specific model of how to structure your code (like monitors). I am not even sure it should provide OS abstractions, because that is not really system level programming. That is unixy (Posix) programming. A system level programming language should be free of OS and modelling related legacy.

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