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Performance bottleneck is a big issue, specially when you consider the level of graphics and AI in games these days. It is insanely clever, and would require pa
by pankajdoharey 15y ago
Performance bottleneck is a big issue, specially when you consider the level of graphics and AI in games these days. It is insanely clever, and would require parts of your game to be tuned in hand coded assembly, most games developers regularly hand code AI in inline assembly. The low level thinking is perfectly right, Games like mario,contra and others were even possible on a 8 bit machine with sound and graphics game loop and some AI because of assembly. Abstraction is good but not always. At some places you have to do a tradeoff. Also try writing a GLSL shader in java and then in Obj-C,C or C++ you will know how much better the latter are. This is why abstraction is not a good thing always.
Lisp is great i too agree even i like lisp very much, but a large part of the documentation available for Obj-C/Cocoa/Cocoa-touch is for Obj-C. That too apples documentation on the language and framework is the best available on the internet. Also Obj-C is a great language it is very similar to smalltalk and if you know smalltalk, Obj-C would be a joy to program in. Infact i felt Obj-C to be very similar to ruby conceptually.
- BSousa 15y ago> most games developers regularly hand code AI in inline assembly This goes against any game company I worked. If anything, many are moving the AI code to scripting. Last company I worked had all the AI done in UnrealScript. Before was a mix of UnrealScript and C++ and previous was C++ with bits of lua mixed. Never did I saw a line of assembly related to AI/Gameplay code in these games. (I was a AI programmer for about 4 years before leaving the industry in 2009)