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[Caml-list] Caml productivity.
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| Date: | -- (:) |
| From: | eijiro_sumii@a... |
| Subject: | Re: Games (Re: [Caml-list] Caml productivity.) |
From: "Jonathan Coupe" <jonathan@meanwhile.freeserve.co.uk> > Graphics Gems and Game Gems series would be good starting points. I actually had taken looks of them during the discussions with friends, but thank you anyway for references. > The hard part of a games scripting language is not, generally, the symbol > processing (take a junior programmer and les and yacc) but the runtime. Do a > search for Unrealscript's documentation. Symbol processing barely impacts > graphics editors at all. Oh I see, the problem seems to be that I am saying "symbolic" computation in a much broader (maybe too broad) sense. As I wrote, | By "symbolic part", I mean all parts involving more complex data | structures than float arrays, like managing objects of various | shapes, manipulating trees for grouping those objects, or even | interpreting domain specific languages for describing placement and | movement of such objects. Language runtime is a _typical_ instance of symbolic computation in this sense. This is just a problem of definition and excuse me if it was confusing (it seemed to me that many people share this definition, but maybe not). On the other hand, | OCaml is very good at such a kind of programming, you know! This point is more controversial and far beyond the ability of me alone - please ask the people in this list!:-) At the same time, of course, OCaml is not (yet) so good at real-time processing, which was the first point of my first message in this list on this topic. Thanks, Eijiro ------------------- To unsubscribe, mail caml-list-request@inria.fr Archives: http://caml.inria.fr Bug reports: http://caml.inria.fr/bin/caml-bugs FAQ: http://caml.inria.fr/FAQ/ Beginner's list: http://groups.yahoo.com/group/ocaml_beginners