[Haskell] Haskell version of Crystal Space 3D?
sebastian.sylvan at gmail.com
Wed Jun 22 19:10:05 EDT 2005
On 6/22/05, Benjamin L. Russell <dekudekuplex at yahoo.com> 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.
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