From mboxrd@z Thu Jan 1 00:00:00 1970 Received: (from majordomo@localhost) by pauillac.inria.fr (8.7.6/8.7.3) id LAA01081; Sat, 27 Jul 2002 11:06:23 +0200 (MET DST) X-Authentication-Warning: pauillac.inria.fr: majordomo set sender to owner-caml-list@pauillac.inria.fr using -f Received: from nez-perce.inria.fr (nez-perce.inria.fr [192.93.2.78]) by pauillac.inria.fr (8.7.6/8.7.3) with ESMTP id LAA00943 for ; Sat, 27 Jul 2002 11:06:21 +0200 (MET DST) Received: from hickory.cc.columbia.edu (hickory.cc.columbia.edu [128.59.59.202]) by nez-perce.inria.fr (8.11.1/8.11.1) with ESMTP id g6R96KX05637 for ; Sat, 27 Jul 2002 11:06:21 +0200 (MET DST) Received: from there (tw304h3.cpmc.columbia.edu [156.111.84.180]) by hickory.cc.columbia.edu (8.9.3/8.9.3) with SMTP id FAA08751; Sat, 27 Jul 2002 05:06:14 -0400 (EDT) Message-Id: <200207270906.FAA08751@hickory.cc.columbia.edu> Content-Type: text/plain; charset="iso-8859-1" From: Oleg To: Chris Hecker , Pal-Kristian Engstad , Travis Bemann Subject: Re: [Caml-list] Caml productivity. Date: Sat, 27 Jul 2002 05:06:57 -0400 X-Mailer: KMail [version 1.3.2] Cc: caml-list@inria.fr References: <20020723232036.A663@execpc.com> <4.3.2.7.2.20020726142932.02bedd60@mail.d6.com> In-Reply-To: <4.3.2.7.2.20020726142932.02bedd60@mail.d6.com> MIME-Version: 1.0 Content-Transfer-Encoding: 8bit Sender: owner-caml-list@pauillac.inria.fr Precedence: bulk On Friday 26 July 2002 05:42 pm, Chris Hecker wrote: > On the original topic of this thread, I am still withholding judgment on > caml for game programming until I actually finish my game, but I sincerely > doubt it will be anywhere near 3x as productive for the kind of imperative > simulation-y code that makes up a game.  If any game company could actually > get 3x productivity out of their programmers, they'd retrain everybody in > an instant.  3x is huge.  I think caml is definitely more fun to program > with, but if it's at all more productive, it's going to be in the 10-40% > range at best (and most of that is going to come from the gc). I'm curious, how are you going to be able to establish the productivity gain/loss once your game is finished? (I don't suppose you have an identical twin next door coding the same game in C++ ;-) Is it safe to assume you have been working on it for many months full-time? Are you using O'Caml for all of your code in the game? Are you using external libraries extensively? I happened to look at d6.com web site. It talks about an _original_ game that involves climbing a hill online against human competitors. Is this why it is original [1]? Regards, Oleg ------------------- To unsubscribe, mail caml-list-request@inria.fr Archives: http://caml.inria.fr Bug reports: http://caml.inria.fr/bin/caml-bugs FAQ: http://caml.inria.fr/FAQ/ Beginner's list: http://groups.yahoo.com/group/ocaml_beginners