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From: Damien Doligez <damien.doligez@inria.fr>
To: caml-list@inria.fr
Subject: Re: ocaml, simd, & fftwgel RE: [Caml-list] Caml productivity.
Date: Thu, 1 Aug 2002 17:36:53 +0200 (MET DST)	[thread overview]
Message-ID: <200208011536.RAA0000012229@beaune.inria.fr> (raw)

>From: John Max Skaller <skaller@ozemail.com.au>

>Huh? Which parts of a real time interactive game aren't real time??
>The whole thing, from gameplay interaction to graphics and sound,
>must be done in 'real-time'.

I'd say no part of a real-time interactive game is real-time.  To me,
real-time means something like the Ariane 5 rocket, where you have a
deadline every 36ms for the 12 hours of the mission.  And if you miss
even one deadline your 100M$ rocket will crash.

On the other hand, in something like Unreal Tournament, a half-second
freeze every 10 minutes is no big deal, and the users will not even
complain about it.

With Objective Caml on a fast machine, if you're not doing heap
compaction, GC pauses should be somewhere between 1 and 10
milliseconds.  Quite workable for an interactive game, I'd say, but
then again it's not the future of my company that is at stake.

-- Damien
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             reply	other threads:[~2002-08-01 15:36 UTC|newest]

Thread overview: 11+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2002-08-01 15:36 Damien Doligez [this message]
2002-08-01 16:38 ` John Max Skaller
2002-08-01 16:55   ` Alexander V.Voinov
2002-08-01 16:45 ` Jonathan Coupe
  -- strict thread matches above, loose matches on Subject: below --
2002-08-02  2:56 Gurr, David (MED, self)
2002-08-02  9:57 ` Noel Welsh
2002-07-30 17:58 Gurr, David (MED, self)
2002-07-31  1:29 ` Travis Bemann
2002-07-31  8:09   ` Xavier Leroy
2002-07-31  8:39 ` Noel Welsh
2002-08-01 15:22 ` John Max Skaller

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