From mboxrd@z Thu Jan 1 00:00:00 1970 X-Spam-Checker-Version: SpamAssassin 3.4.4 (2020-01-24) on polar.synack.me X-Spam-Level: X-Spam-Status: No, score=-0.5 required=5.0 tests=BAYES_05 autolearn=ham autolearn_force=no version=3.4.4 X-Google-Thread: 103376,d32116f6f91c319f X-Google-Attributes: gid103376,public X-Google-Language: ENGLISH,ASCII-7-bit Path: g2news1.google.com!news2.google.com!proxad.net!newsfeed.stueberl.de!fu-berlin.de!uni-berlin.de!not-for-mail From: "Dmitry A. Kazakov" Newsgroups: comp.lang.ada Subject: Re: Ada suitablity as a game dev language Date: Mon, 22 Nov 2004 15:15:14 +0100 Message-ID: <1e8z904d90w65$.1g1lw65jo9ei2$.dlg@40tude.net> References: <41a152c2$1@x-privat.org> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit X-Trace: news.uni-berlin.de wXKSf1xMTM/TVGHja75s6g9HYDdIObTZBrB1jREPw//8nxS3U= User-Agent: 40tude_Dialog/2.0.12.1 Xref: g2news1.google.com comp.lang.ada:6326 Date: 2004-11-22T15:15:14+01:00 List-Id: On Mon, 22 Nov 2004 11:44:49 GMT, Dale Stanbrough wrote: > Dmitry A. Kazakov wrote: > >>>> 2. Ada is highly portable. Games are usually developed for many platforms. >>> >>> The major platforms would be (in no particular order)... >>> >>> Windows >>> XBox (windows again) >>> Playstation >>> >>> There is no Ada compiler for the Playstation, so your argument has >>> less force than you think. >> >> Probably you mean commercial games, for you do not mention Linux and Apple. > > i think the number of Ada games on Linux or Mac OS X would be less than > 10. I did say "the major platforms" after all. You never know what will be a major platform in next 5 years. How old is X-Box? >> But in that case, I believe it would be no problem for a big software >> player to persuade ACT, Aonix or RR software to target Playstation. Or >> other platforms of even greater interest like mobile phones, for instance. > > If you pay them enough. And implement the tools for doing all the other > stuff. This isn't going to happen if you are talking about non commercial > games. Right, but it is unlikely that for a non-commercial game one would consider Playstation as an interesting platform. > The return on investment would be negligible if you are doing it for > profit. The PS2 has a whacky architecture that would be trick to port > to. I suspect you'ld need serious tools (other than the language) to > write cross platform software for these platforms. Yes, but why to aggravate the problem by using C++? It would just mount problems. Clearly, at first glance a 3D-engine will outweigh any language, when it comes to choice. But in a long term perspective it might turn otherwise. The tools you are talking about are extremely short living. Who would need a 10 years old engine or AI? So even a minor improvement of code reusability could have a great return in cost reduction. [ Once upon a time we made such choice and used Win32/C++ for one of our products. Now, almost 10 years after, we deeply regret that choice, which was so obvious that time. No, that wasn't a computer game! (:-)) ] -- Regards, Dmitry A. Kazakov http://www.dmitry-kazakov.de