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 HAA32028; Sat, 27 Jul 2002 07:53:17 +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 HAA32069 for ; Sat, 27 Jul 2002 07:53:16 +0200 (MET DST) Received: from relay.pair.com (relay1.pair.com [209.68.1.20]) by nez-perce.inria.fr (8.11.1/8.11.1) with SMTP id g6R5rFX03967 for ; Sat, 27 Jul 2002 07:53:15 +0200 (MET DST) Received: (qmail 1446 invoked from network); 27 Jul 2002 05:53:13 -0000 Received: from adsl-host-sf-228.apexworld.net (HELO checkerlap.d6.com) (66.114.212.228) by relay1.pair.com with SMTP; 27 Jul 2002 05:53:13 -0000 X-pair-Authenticated: 66.114.212.228 Message-Id: <4.3.2.7.2.20020726223019.02b1f700@mail.d6.com> X-Sender: checker@mail.d6.com X-Mailer: QUALCOMM Windows Eudora Version 4.3.2 Date: Fri, 26 Jul 2002 22:49:06 -0700 To: Issac Trotts , OCaml Mailing List From: Chris Hecker Subject: Re: [Caml-list] Caml productivity. In-Reply-To: <20020726224119.C671@boson.den.co.bbnow.net> References: <4.3.2.7.2.20020726142932.02bedd60@mail.d6.com> <20020723232036.A663@execpc.com> <20020724094534.37196.qmail@web13303.mail.yahoo.com> <4.3.2.7.2.20020726142932.02bedd60@mail.d6.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii"; format=flowed Sender: owner-caml-list@pauillac.inria.fr Precedence: bulk >There's already strong evidence that it's possible to use a higher >level language to produce a successful console game: Naughty Dog's Scheme >dialect (GOAL) on Jak & Daxter for the PS2. They claim to have used it >for most of the game. One thing that isn't clear is how they avoided running >out of memory from fragmentation. Maybe Pal-Kristian Engstad can shed >some light on this. My understanding is that the ND stuff is for scripting. I was talking about using caml for the main language, like I mentioned before. I would doubt any of the renderer, animation, physics, core AI routines, core object management, control stuff, etc. were written in their language, but I would love to be wrong. I would assume it fits the usual template (or maybe goes a bit farther because it's been used at ND for a long time, so they've got it very well integrated) for what a scripting language is used for in a game, which includes things like higher level AI decisions, traps and triggers, win conditions, cut scenes, weapons, UI, etc. It may be that "most" of the code by LOC is in the scripting language, and that's fine (although I'd be somewhat surprised, especially if all the VU code is included in the count), but my guess is it isn't the "core language". Having this conversation about the PS2 is kind of ludicrous anyway, since it's such a mess, it's hard to even say what language a game is written in. >In contrast, a game company would take a big productivity hit in the short run My point is that 3x is simply HUGE for a commercial programming effort. It's easily big enough to overcome inertia and make people switch, even if they had a year of downtime...heck, you could make up that year in 4 months, and then the rest of your ship cycle would happen at 3x the rate! If people could consistently get anywhere close to 3x on most programs then everybody would switch quickly. Anyway, it would be nice if there was more data on this. I'd love it if caml made people 3x more productive on most problems (including, hopefully, myself :), I just find it very hard to believe. Sadly, it's hard to get rigorous controlled experiments in this area. Chris ------------------- 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