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[Caml-list] 'real-time' ocaml RE: ocaml, simd, & fftwgel
- Gurr, David (MED, self)
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| Date: | -- (:) |
| From: | Gurr, David (MED, self) <David.Gurr@m...> |
| Subject: | [Caml-list] 'real-time' ocaml RE: ocaml, simd, & fftwgel |
John Max Skaller: > Gurr, David (MED, self) wrote: > > >About memory allocation, real time code should not be doing memory > >allocation in the real time section. > > > Huh? Which parts of a real time interactive game aren't real time?? > The whole thing, from gameplay interaction to graphics and sound, > must be done in 'real-time'. (My previous statement was prefixed by IMHO, as is the following.) I agree with Damien that games are not real time. As for 'real-time' in quotes, games and real-time programs have initialization, finialization, and reconfiguration code that is not 'real-time'. This code can easily be more complex than the 'real-time' section. Also, if you know that your 'real-time' code will only allocate a finite amount of memory between these sections, you can allocate in the 'real-time' section, but when you get back to a non-'real-time' section force a garbage collection, check to see that there is enough free memory to get you through to the next non-'real-time' section and continue (or fail). In short, pretty much what I would do when doing it in C. > Frankly, Ocaml would improve games enormously by allowing > programmers to concentrate on what really matters: algorithms > and programmer structure. I think you are correct. If I were faced with writting a game I would certainly give it a go. -D ------------------- 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