<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="Ih2E3d">> nothing should stop you from writing video games in Haskell since<br>
<br>
</div>video codec isn't video game :)))<br>
<div class="Ih2E3d"></div></blockquote><div><br></div><div>ouch, mea culpa, I misread your message.</div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="Ih2E3d">
<br>
> but I've worked with people that wrote physics engines in C/C++,<br>
> and they also had to hand optimize specifically for a certain compiler to get things fast. <br>
<br>
</div>that's important signal. if you need to hand-optimize your code even<br>
if you use icl to compile it, using haskell will be like hunting with<br>
a hand instead of gun</blockquote><div><br></div><div>well in the past I wrote a couple of video codecs (one was a multi core motion JPEG decoder), and I had to write parts of it in assembler to get fast enough frame rates. but that is already more than 10 years ago, today I don't think I could beat a C/C++ compiler like ICL anymore, at least not in a reasonable time frame </div>
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