TCC doesn't really do much (if at all) in the way of code optimization. On Mon, Mar 17, 2008 at 3:54 PM, Kenneth Forsbäck <[EMAIL PROTECTED]> wrote: > Hi, > > I am currently working on a game written in C and aimed primarily at the > Linux and Windows platforms. > > I have been designing a generic module (plugin) system for my game, and > focused on making it scripted - or partially scripted - however, it > turned out to be too inefficient and difficult to implement. Intepreted > code is no longer an option. > > Therefor I have decided to use TCC as a module compiler, which would be > packaged along with the game. > > Modules for my game would usually be quite small, but being generic it > also allows the user to implement entire conversions, which could result > in quite a large module. Regarding the small modules I have no doubts, > however, would there be any significant difference in performance > between TCC and GCC (or any other major compiler, e.g. BCC, LCC) > generated object code for larger modules? Do I have anything to worry > about, or am I just being silly? > > I am not that well versed in the interals of TCC and how well it fares > against competing software, TCC is my favourite compiler due to its > compact and minimal design, no clutter, no mess...as opposed to GCC. I > would rather use TCC over the GNU GCC mess anytime. Bring it on! > > TCC would make it very easy, even for less experienced programmers, to > write efficient, yet portable modules for my game, and without all the > hassle of GCC tools. TCC is mainly an Intel-based compiler, however, I > doubt there is any significant portion of gaming rigs running on > non-Intel architecture, so currently this is not a problem. There are > already two other targets for TCC (ARM and PPC?), so I am sure > additional targets would be possible in the future. > > ~ Kenneth Forsbäck > > > > _______________________________________________ > Tinycc-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/tinycc-devel >
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