<div class="gmail_quote">On 12 December 2011 14:52, Paulo Pinto <span dir="ltr"><<a href="mailto:pjmlp@progtools.org">pjmlp@progtools.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Sure, I just am not connected to the Internet all the time.<br>
<br>
Regarding the Cell processor, many game studios in Germany actually do code the SPE directly in assembly instead of C with intrinsics, as they even do code rewriting tricks.<br>
<br>
But there is a research JVM for it, hence a GC enabled language<br>
<a href="http://people.inf.ethz.ch/anoll/publications/cellvm.pdf" target="_blank">http://people.inf.ethz.ch/anoll/publications/cellvm.pdf</a><br>
<br>
Larrabee is dead, however its sucessor "Manycore", has Haskell support, which<br>
again means a GC enabled language,<br>
<br>
<a href="http://software.intel.com/en-us/blogs/2010/10/14/prerelease-ghc-and-haskell-cnc-installed-on-intels-manycore-testing-lab-for-academic-use-2/" target="_blank">http://software.intel.com/en-us/blogs/2010/10/14/prerelease-ghc-and-haskell-cnc-installed-on-intels-manycore-testing-lab-for-academic-use-2/</a><br>
<br>
There are DSP boards that make use of .NET Micro Framework<br>
<a href="http://www.analog.com/en/processors-dsp/blackfin/processors/bf518_fmc_dev-kit_ref-design/fca.html" target="_blank">http://www.analog.com/en/processors-dsp/blackfin/processors/bf518_fmc_dev-kit_ref-design/fca.html</a><br>
<a href="http://www.ghielectronics.com/catalog/product/256/" target="_blank">http://www.ghielectronics.com/catalog/product/256/</a><br>
<br>
The Propeller chip for embbeded solutions has the high level Spin<br>
language as main development tool, besides Assembly.<br>
<br>
And there is also a JVM available for it.<br>
<a href="http://www.parallax.com/tabid/255/Default.aspx" target="_blank">http://www.parallax.com/tabid/255/Default.aspx</a><br>
<br>
French Radar systems are controlled with the Aonix Perc Ultra JVM. For sure you are aware of what a GC pause might cause on a missile guidance system if it wasn't properly implemented.<br>
<a href="http://www.mtemag.com/ArticleItem.aspx?Cont_Title=Aonix+lands+Normandie+deal+with+Thales+" target="_blank">http://www.mtemag.com/ArticleItem.aspx?Cont_Title=Aonix+lands+Normandie+deal+with+Thales+</a><br>
<br>
Regarding game engines targeting mobile devices and consoles we have Unity Engine and the upcoming Delta Engine. Both have GC enabled languages.<br>
<br>
<a href="http://deltaengine.net/" target="_blank">http://deltaengine.net/</a><br>
<a href="http://unity3d.com/" target="_blank">http://unity3d.com/</a><br>
<br>
--<br>
Paulo</blockquote><div> </div><div><div>Side note; I was addressing that comment mainly to Walter...</div></div><div><br></div><div>I am aware of all these use cases, and I don't believe any of those are actually counter arguments. You've just showed some different usages, which I never suggested don't exist.</div>
<div><br></div><div>Half of that is research (jvm on some platform 'x' is just the same as saying "linux is inevitable").</div><div>Noting that some PS3 devs may use assembly directly doesn't change the fact that most devs use C, or asm via C intrinsics, and will continue to use assembly/intrinsics via D aswell given the opportunity.</div>
<div>Yes, there are engines which implement <i>game logic</i> using GC based scripts/JIT-ers, but both the ENGINES you mention are still written in C/C++, and have very tight control of the hardware. Given this example, are you suggesting D is a scripting language to sit above some C/C++ app? For me, that's the opposite of what D is.</div>
<div><br></div><div>I'm arguing what is common, expected by many, and shouldn't be taken away for no reason.</div></div>