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[Caml-list] Caml productivity.
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| Date: | -- (:) |
| From: | Chris Hecker <checker@d...> |
| Subject: | Re: [Caml-list] Caml productivity. |
> What is the > overhead for calling a function that is executing a > few assembly instructions? I don't think inline assembly is a very valuable feature at this point. Function call overhead on modern processors is very small, and enabling inline asm messes up a lot of compiler optimizations for surrounding code. It's going to be another generation or two before a higher level language like caml is going to be appropriate for console games, and I don't think there's any way around that. I think it's just starting to be okay for PC games, but even the next gen consoles are going to be too memory constrained and it's always much more cost-effective to super-optimize a console game (both memory- and cpu-wise), at least for the next few ship cycles. On the original topic of this thread, I am still withholding judgment on caml for game programming until I actually finish my game, but I sincerely doubt it will be anywhere near 3x as productive for the kind of imperative simulation-y code that makes up a game. If any game company could actually get 3x productivity out of their programmers, they'd retrain everybody in an instant. 3x is huge. I think caml is definitely more fun to program with, but if it's at all more productive, it's going to be in the 10-40% range at best (and most of that is going to come from the gc). Chris ------------------- 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