On 25-Jan-07, at 3:07 PM, Charles Yeomans wrote:

On Jan 25, 2007, at 2:42 PM, Frank Condello wrote:

On 25-Jan-07, at 1:07 PM, Stefan wrote:

Am 25.01.2007 um 03:50 schrieb [EMAIL PROTECTED]:

On Jan 25, 2007, at 02:08 UTC, Giovanni wrote:

To all the RB pros,

Why is it that RB would be slower?

I know that RB is not optimized, but is the performance penalty that
evident?

No. In fact, RB is faster at some things than code you'd most likely
write in C/C++, as a great deal of effort has been put in under the
hood to make them fast, even making use of parallel processing and so
on.

While this may be true, it's not that simple to figure out the routines/methods,
which are actually fast.

Thus, a short LR chapter regarding speed issues might be helpful.

I think Giovanni was referring to the lack of an optimizing compiler... Sure some framework methods are optimized (and many are written C++) but you can only optimize your own RB code so much, and it usually involves great sacrifices in readability - manual inlining and loop unrolling aren't pretty! Fact is, all the manual optimizations in the world are still unlikely to get your RB code running as fast as equivalent C code compiled with optimizations enabled.

Although your Rb code will be running slowly while you're still looking for that elusive double free error in your C code.

I won't argue that RB is easier, faster to debug, and generally safer (that's why I use RB) but to get RB code running at a speed approaching optimized C you'll have to pull out all the stops - duplicate code (inlining), bigger code (unrolling), and pointers, which are just as dangerous as their C counterparts.

To get back on topic, I'm fairly confident RB can be used for games, even high-end games, so long as you recognize its limits and aren't afraid to write/use a plugin or third party library should the need arise. Declares and plugins are one of RB's strongest points that often get overlooked IMHO.

Frank.
<http://developer.chaoticbox.com/>


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