flux__ changed the topic of #ocaml to: OCaml 3.09.2 available! Archive of Caml Weekly News: http://sardes.inrialpes.fr/~aschmitt/cwn/ | A free book: http://cristal.inria.fr/~remy/cours/appsem/ | Mailing List: http://caml.inria.fr/bin/wilma/caml-list/ | Cookbook: http://pleac.sourceforge.net/
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<Wizz_Kidd> ey anyone there
<smimou> yes
<Wizz_Kidd> does ocaml use the C runtime
<Wizz_Kidd> ?
<Wizz_Kidd> when compiled natively
<Schmurtz> what do you mean by "C runtime" ?
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<Wizz_Kidd> when you natively compile
<Wizz_Kidd> my hello world is like 11 KB
<Wizz_Kidd> apparently theres no runtime attached
<Wizz_Kidd> is it possible to write a good ass game liek a frist person shooter in ocaml then compile to nativ machine code and run good
<Wizz_Kidd> ?
<smimou> why not
<smimou> some small games have been programmed in caml by the past
<fluxx> I guess there are decent opengl bindings for ocaml around?
<fluxx> or bindings to some already-written 3d engine..
<smimou> there is lablgl for opengl
<smimou> for 3d engines I'm afraid the bindings are lacking
<fluxx> btw, where does the 'labl' prefix come from?
<fluxx> there's LablGL and LablGTK..
<ketty> labled arguments... ^^
<fluxx> just for that? a prefix for a library name for the reason they use labeled arguments?-o
<fluxx> http://www.cs.ubc.ca/~rbridson/personal/spiff/ is one first-person-shooter in ocaml :)
<ketty> fluxx: yes, i think that is the case ^^
<Wizz_Kidd> well im jus saying is ocaml fast enough to handle a good game
<Wizz_Kidd> like a FPS for instance
<Wizz_Kidd> compiled ot native machine code
<fluxx> nowadays when you have hardware assisted graphics it's not much of an issue, I think
<fluxx> I think there are even some written in java
<Wizz_Kidd> im jus wondering if caml is up their where C is speed wise
<fluxx> close enough
<Wizz_Kidd> so it is close?
<Wizz_Kidd> its not like a scripting lang like pythoon speed or anything
<fluxx> no, ocaml is plenty fast
<Wizz_Kidd> and when you compile it uses the C runtime right
<Wizz_Kidd> so the user doesnt have to do any bullcrp like install another runtime
<fluxx> you can compile it to bytecode or native binary
<Wizz_Kidd> native would be faster right?
<fluxx> yes
<Wizz_Kidd> why woukld one use bytecode then
<smimou> it's portable
<Wizz_Kidd> testing would be faster i guess
<fluxx> speed is not always an issue
<Wizz_Kidd> true
<Wizz_Kidd> hardly nevere
<fluxx> I'm not sure if backtraces work with native code
<fluxx> also the native ocaml debugger doesn't
<Wizz_Kidd> yea yea
<fluxx> dynamic loading of ocaml objects only works with bytecode
<Wizz_Kidd> i might make some games in ocaml
<Wizz_Kidd> i got a nice team of devs
<fluxx> I'd expect the development speed definitely be better with ocaml, after the developer has gotten a hang of the tool
<Wizz_Kidd> making some disney games next year nothing mainstream but will be on pc and consoles
<Wizz_Kidd> so got a year ot get everything ready
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<Wizz_Kidd> brb
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<pirata> As much as I like ocaml, good luck when it comes to producing game console action games. 1) no compiler 2) no sdk 3) no support 4) GC 5) no true multithreading. Each one is a showstopper
<pango> GC doesn't look that bad (http://freetennis.sourceforge.net/)
<fluxx> argh, freetennis.ml -> 300 KILOBYTES
<fluxx> (the only .ml-file)
<love-pingoo> pirata: consoles are monoproc usually, so no multithreading isn't that bad
<pango> openGL programming look even more verbose than gui programming ;)
<fluxx> my point was that maybe there could be something that could be split into different modules :)
<love-pingoo> fluxx: I saw that too and I agree with you
<fluxx> the code is quite clean in itself, though
<pango> maybe they don't like Makefiles ;)
<pango> I don't think there's any performance reason...
<fluxx> I had one cpu-bound graphics app where I had to tune gc parameters
<fluxx> the gc was taking something like 30% cpu
<fluxx> manual pool-based memory management would've been faster :/
<pango> does tuning help in those cases ?
<fluxx> in that case it did
<fluxx> can't remembe how much though
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<SmerdyOffice> Any dependent typing experts here who would like to read a draft paper?
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<pango> small question, I'd like to create a HashedType type module over a type that's already called "t" in current namespace...
<pango> type t = t doesn't work, type something = t before module declaration then type t = something doesn't work either ("something" is then an abstract type ?)...
<pango> of course type could be renamed in the namespace, but I wonder if there's any other solution
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