On 6/22/05, Benjamin L. Russell <[EMAIL PROTECTED]> wrote: > Two questions: > > 1) Would a Haskell counterpart to Crystal Space 3D, if > implemented, potentially be fast enough to run a > project similar to the 3D real-time Crystal Space > 3D-based MMORPG "PlaneShift" ( see > http://www.planeshift.it/main_01.html ) on Mac OS X > 10.2.8 Jaguar or above?
Most likely yes. For several reasons. First of all the bulk of the hard work is still being done in C and C++. Crystal Space is in C++ so all the engine stuff is still done there and the drivers are probably written in C (perhaps with some asm) and a pretty large amount of time is spent there. Second, unless you're doing some _really_ significant processing (stencil shadows, which invovles lots of geomtry processessing, see Doom3 which is pretty CPU-bound) on the CPU side you're going to be GPU bound for pretty much any game. Basically, no matter what you do (within reason) on the CPU is going to make much of a difference compared to, say, optimizing the number of draw calls you send to the driver. I see no problem writing 3D games in Haskell speed-wise. /S -- Sebastian Sylvan +46(0)736-818655 UIN: 44640862 _______________________________________________ Haskell mailing list Haskell@haskell.org http://www.haskell.org/mailman/listinfo/haskell