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Date: -- (:)
From: Pal-Kristian Engstad <pal_engstad@n...>
Subject: Re: [Caml-list] stl?
yoann padioleau wrote:
> Come on, can you stop all those stuff about LLVM. The guy works in a game company
> with people knowing C/C++ for decades, with quite a lot of legacy code I guess, and you
> arrive with your "hey you should use LLVM" that almost nobody knows about. 
>   
Not to defend Jon too much publicly ;-), but LLVM is a serious piece of 
software that deserves a lot of attention. Trust me, we do keep an eye 
out for exciting emerging technologies.
> Oh, and by the way, in which programming language is written LLVM ? :)
>   
LLVM has already a surprising amount of language support. You should 
check it out. Another interesting project related to LLVM is Clang.
> Valgrind is written in C (and julien seward, its author knows very well 
> Haskell), Qemu is written in C, because I guess indeed C struct and union
> and bitfields makes it easy to match directly to the hardware (no marshalling,
> there is direct mapping).
>   
LLVM is very low-level and perfectly capable of handling these things.
> So what you propose to his company is to switch from C++ to HLVM ? :)
That might not be feasible due to some non-technical concerns, but I 
wouldn't say that it is completely out of the question. During the 
PlayStation 2 era, Naughty Dog used its own proprietary language called 
Goal - an imperative variant of Scheme. We very much understand that 
lack of programmer productivity is a major cost, perhaps /the/ biggest, 
for game production. Therefore, anything that helps in this regard is of 
huge interest.

Thanks,

PKE.

-- 
PÃ¥l-Kristian Engstad (engstad@naughtydog.com), 
Lead Graphics & Engine Programmer,
Naughty Dog, Inc., 1601 Cloverfield Blvd, 6000 North,
Santa Monica, CA 90404, USA. Ph.: (310) 633-9112.

"Emacs would be a far better OS if it was shipped with 
 a halfway-decent text editor." -- Slashdot, Dec 13. 2005.