On Jan 10, 2008 12:41 PM, Achim Schneider <[EMAIL PROTECTED]> wrote: > "Sebastian Sylvan" <[EMAIL PROTECTED]> wrote: > > > > > For those who don't know him, Tim Sweeney is the main programmer > > > > behind Epic Games's popular Unreal Engine. When he talks, many > > > > game developers will listen. > > > > > > > We will dream, most likely. > > > > > > > Perhaps more importantly, anything he does > > > > will affect a large number of game developers. > > > > > > > Dreaming of pointy-haired bosses listening to him, that is. > > > > > > > I think he meant in the sense that the unreal engine has *lots* of > > licensees. If UnrealScript 4 is a Haskell-like language with lenient > > evaluation and limited dependent typing, etc., then that's what a > > large number of game developers will use in their day-to-day work. > > > Er, yes. Some gameplay programmers will, and also some level designers, > seen 3d-wise, that most likely means gfx guys, who would generally > rather work with some warm, fuzzy, graphical switch->event thingy. The > rest is still afaict left with C++ which gets linked into the engine.
I would assume that if they did go this route of developing their own language, they would probably put a much larger part of the code-base in this new language, but this is all hypothetical. > > You make less bugs with that language? Fucking learn to write C++! Excuse me? > > I don't think you would get even close to 1000 people who use > UnrealScript to earn their living. > You don't need more than that. All you need to do is prove that it works, and other similar languages will have an easier time. If you get a couple of AAA titles using a purely functional language for >50% of the code, then the resistance towards switching languages will likely diminish. -- Sebastian Sylvan +44(0)7857-300802 UIN: 44640862 _______________________________________________ Haskell-Cafe mailing list [email protected] http://www.haskell.org/mailman/listinfo/haskell-cafe
