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From: "Gurr, David (MED, self)" <David.Gurr@med.ge.com>
To: John Max Skaller <skaller@ozemail.com.au>
Cc: caml-list@inria.fr
Subject: [Caml-list] 'real-time' ocaml RE: ocaml, simd, & fftwgel
Date: Thu, 1 Aug 2002 21:56:05 -0500	[thread overview]
Message-ID: <D4DBD8568F05D511A1C20002A55C008C09C294F3@uswaumsx03medge.med.ge.com> (raw)



John Max Skaller:
> Gurr, David (MED, self) wrote:
> 
> >About memory allocation, real time code should not be doing memory
> >allocation in the real time section.  
> >
> 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'.
 
(My previous statement was prefixed by IMHO, as is the following.)

I agree with Damien that games are not real time.  As
for 'real-time' in quotes, games and real-time programs have 
initialization, finialization, and reconfiguration code that is
not 'real-time'.  This code can easily be more complex than 
the 'real-time' section.  Also, if you know that your 'real-time'
code will only allocate a finite amount of memory between these
sections, you can allocate in the 'real-time' section, but 
when you get back to a non-'real-time' section force a garbage 
collection, check to see that there is enough free memory to 
get you through to the next non-'real-time' section
and continue (or fail).  In short, pretty much what I would
do when doing it in C.

> Frankly, Ocaml would improve games enormously by allowing
> programmers to concentrate on what really matters: algorithms
> and programmer structure.

I think you are correct.  If I were faced with writting a game
I would certainly give it a go.  

-D
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             reply	other threads:[~2002-08-02  2:56 UTC|newest]

Thread overview: 3+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2002-08-02  2:56 Gurr, David (MED, self) [this message]
2002-08-02  7:12 ` Travis Bemann
2002-08-02  2:56 [Caml-list] real-time " Gurr, David (MED, self)

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