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UberLambda5 karma

Heya! I'm a programmer and I'd like to jump in the gamedev train... I'd have some questions for you:

  • If you had to program a resource-hungry game without using some third-party engine, would you consider functional (maybe even reactive?) languages like lisps or Haskell, maybe with some C parts inbetween, to be ready for this?

  • Do you think that real-time code hotswapping is a possibility for a full-scale game during its development?

  • Now that machines and toolsets are getting faster and faster, do you think that language as low-level as C/C++ are to prefer to higher-level languages that could be ~5 times slower at runtime, but with which you can be much more profuctive? E.g. do you think that the developer's productivity is to sacrifice if a runtime speedup on the user's end can be made?

UberLambda3 karma

Thanks for the reply! By resource-hungry I mean a game that needs, for instance, dynamic world generation via a voxel engine and (dual?) marching cubes, real-time global illumination (via voxel cone tracing?), and AI for ~20 entities at a time + physics for the whole world. I think a game like this, on 1080p, could easily be too slow for your typical pc if it were not written in a low-level language such as C++, but I was wondering if it were worth to be keeping the extra features - sacrificing developer time because of the need of C(++), or sacrificing some of the features to have it written in a slowe language that was more productive for the developer