3 ms·
I have to agree. I wanted to see something spectacular and I wanted to see Haskell explored as a real option. But running 25fps on Android?! Seriously? It can't
by dyarosla 12y ago
I have to agree. I wanted to see something spectacular and I wanted to see Haskell explored as a real option. But running 25fps on Android?! Seriously? It can't hit 30fps or today's accepted video game speed of 60fps on an extremely trivial Breakout game?? As I was reading, all I could think was that ONLY after a lot of optimizations requiring hacks or deep knowledge of how Haskell operates you hit a low slightly higher but still low benchmark..that's.. nice(?). Not the 'Wow, I should start using Haskell' argument at all.
I don't need to see full 3D to convince me, but the average game on any platform is tens to hundreds of times more asset-heavy, resource-heavy and computation heavy than this example. It's just not convincing to see it perform UNDER the expected 30-60fps.
- angersock 12y agoSo, the reason I mention full software 3D, is this: Computers are, at heart, numerical engines. 3D rendering, in software, is the perhaps the purest form of exploiting that. If your language can't do that well, then it's a high-level language and is suited for gluing stuff together. I specify software 3D because any fool can pull in some OpenGL bindings and talk about framerates, but in that case their language is only glue for hardware APIs. And there's nothing wrong with that, mind you, but then you can't get by on "But think of the performance this could have, one day, with magical compiler technology from the futuuuuuure!". You have to get by only on claims of safety, or developer ergonomics, or provability, or something else.