On Wednesday, 15 July 2015 at 08:43:53 UTC, rsw0x wrote:
On Tuesday, 14 July 2015 at 16:25:29 UTC, Ola Fosheim Grøstad wrote:
I think the rest comes when you have the best feature set for a particular domain and a polished compiler/runtime. So yeah, maybe Game clients is the best bet, since you don't have to change the semantics too much (low latency GC and linear typing would take time to work in) and games benefits from C++/iOS interop. Indie games have low adoption threshold and could work as marketing.

I actuallly don't think low latency GCs are that great for gamedev because they not only have far lower throughput, but reduce the overall performance of the application.

They're great for e.g, networking where throughput and maximum performance really isn't a big deal but low latency is.

A high throughput GC that could complete in a few frames would probably be better, IMO.

Games are much more than the code runs in a games console.

Modern game development makes use of C#, Java and Erlang on the server side and engine tools.

Just like in the 80's Basic, C and Pascal were used for tools while real game code was Assembly.


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