4 ms·
The previous post on the blog actually talked about WHY we picked Haxe to do client/server development so we didn't have to write a ton of duplicate code. As a
by jdk 13y ago
The previous post on the blog actually talked about WHY we picked Haxe to do client/server development so we didn't have to write a ton of duplicate code. As a bonus, it's just a great language with a good community and active developers.
- Romoku 13y agoI'm going to fiddle with that benchmark[1] later this weekend. I have an inkling that some of the languages could have better performance. There is also a difference between a web based game and a traditional application server game. [1]: http://blog.juiceboxmobile.com/2012/11/20/benchmarking-web-frameworks-for-games/ http://blog.juiceboxmobile.com/2012/11/20/benchmarking-web-f...
- teamonkey 13y agoThat 20% speed boost on iOS through inlining seems more than reason enough. Can you go in to more detail? Why isn't the C# compiler smart enough to do this?
- jdk 13y agoC# chose to leave this up to the JIT/VM to implement, rather than compiler. Both Microsoft and Mono's .NET runtime will choose to inline functions based on some heuristics. (see http://stackoverflow.com/questions/473782/inline-functions-in-c http://stackoverflow.com/questions/473782/inline-functions-i...). However, the (old, forked) version of Mono used by Unity does not appear to inline functions - at least not when using the ahead-of-time compilation required to run on iOS.