On Saturday, 5 July 2014 at 13:16:28 UTC, Paolo Invernizzi wrote:
I agree, but keep this is mind: a business model is not carved in stone, it keeps changing, as the market is not a static thing.

Ok, but for the virtual world side I am more driven by (artistic) model needs than the business side. So I am looking for a solution that fits the requirements.

And this is true also in the programming language field, as the
IT universe is not a static thing.

No, but for contractual work I need to be able to add small enhancements 12 months after deployment without adding transition costs. So a static dev environment matters a lot. If a customer expect that an enhancement takes 10 hours to add, I cannot charge for 50 hours. So if the dev environment incurs a transition cost I have to accept the enhancement request at a loss.

(App Engine is pretty stable and has a 12 months guarantee, which is on the low side IMO. I think 24 months would be more appropriate.).

If you read carefully, EVE was not designed for the actual number of concurrent users:

I only glossed over it. I read external analyses of EVE 10 years ago when I studied online worlds. I believe they had some significant performance problems back. But the game model is not really low latency based.

You can't design now for what you think will be the needs in a
too much distance future, that's will put your product in the
Longhorn cemetery. Things need to be done now, to get the current business opportunity window.

I'm not interested in virtual worlds for the business, but for the art of it. So my basic ideas are 10-20 years old and basically just waiting for the technology to catch up. ;^)

If I have to nudge the tech to make the last mile, ok, then I might have to do so…

So, turning back into the floating point issue of the thread,
what's the most pragmatic move D can take about that floating
point performance issue?

Provide the tools to specify the constraints, like you do for nogc/safe, but with version support.

But I think D should be specified, not by the implementation, but in a paper. And I think the language should be cleaned up a bit, on paper, without thinking about the implementation cost for a specific compiler. Because if the resulting language is a true beauty, then more hands will come to add meat to the bones.

I'm not complaining about requiring strict IEEE 754 compliance, I am complaining about requiring it and then saying that it does not matter what the compiler devs do. Because it is obvious that on many platforms you don't get full compliance for special cases without some kind of software emulation/handling.

What I was meaning: "a pragmatic language" is a beautiful
business claim, let's stress it: it worked very well for me!

Python is a very pragmatic language, I don't like the dynamic aspects, but it is one of the most pragmatic languages out there.

The way I see it now, the most pragmatic solution would be to fork D, clean up the syntax a bit and make it work well for the domain of game servers. I don't need the libraries. Only UDP/TCP. Whether that is cost efficient compared to just using C++, I dunno. But the more I follow the discussions on the D forums, the more I feel that forking will be more productive than spending effort on affecting the current direction (which most probably will not get me what I want).

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