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How to do this properly with OCaml?
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Thomas Fischbacher
- Christophe Dehlinger
- Berke Durak
- Michel Quercia
- Eric Cooper
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Michael Alexander Hamburg
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Xavier Leroy
- Berke Durak
- Michael Alexander Hamburg
- Thomas Fischbacher
- Alex Baretta
- skaller
- Thomas Fischbacher
-
Xavier Leroy
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| Date: | -- (:) |
| From: | Michael Walter <michael.walter@g...> |
| Subject: | Re: [Caml-list] Games |
On 7/28/05, Jon Harrop <jon@ffconsultancy.com> wrote: > On Thursday 28 July 2005 22:32, David Thomas wrote: > > --- Jon Harrop <jon@ffconsultancy.com> wrote: > > > Many games now use quite sophisticated LOD algorithms > > > and OCaml is vastly better suited to this than C++. > > > > I'm probably missing something obvious, but... why? > > Essentially, OCaml is much better suited to the manipulation of complicated > data structures like trees and graphs than C++. In particular, it is much > easier to write such code correctly in OCaml than in C++. I don't see the C++ implementation part being a major source of complexity these days in rendering. I suppose your example would be more applicable to other areas of game programming. Cheers, Michael