>Even to a newbie it should be obvious that anything serious
>is developed in C++.
Do you realise the number of hours that get lost to pointer-related bugs in C++ houses? or the hours lost to compiling?
Like LoreKeeper said, it''s all a matter of history, you''ll find many peoples out there who aren''t programming in C/C++ because of legacy, to name a few FORTRAN, COBOL, ABAP, PL/SQL...
The first two are losing ground, but did you know the latter two are on the rise, while just being puny leftovers from the 70ies? (answer: SAP & Oracle...).
C++ is strong because of legacy. At a time, it *was* one of the best langages all around. But things change, and C++ is severely lacking in the OOP area.
One of the biggest supporters of C/C++ is Microsoft, but that''s mainly because their investment went into it early on, now they are stuck.
Funny thing:
Do you know that a majority of C/C++ developpers think OOP is slower than procedural programming because the virtual function calls are executed slower?
(unfortunately, many Delphi developpers think that too...)
>I just doubt that Delphi was ever intended as a tool for
>creating high-perf applications.
Hehe, just show the code snippet. :D
Most of the C "optimization" tricks (+=, ?:, ++) won''t take you very far if the compiler can do it on its own (and the ternary operator will actually take you down, it is a performance decelerator on superscalar CPUs like P3/K7).
High-perf is not a langage feature, it''s a state of mind.
---
Eric Grange
http://glscene.org
Is Delphi good enough for rtgp?
To the person that said that Delphi could not be ported to console gaming systems. Tha is not true. The whole point of having a programming language is to have an interface with the under lying assembly code. Therefore any langauage can be ported to any platform. It is just a matter of tranlating the syntax to that particular machines native tongue.
It''s me, it''s that T-H-E-D.
It''s me, it''s that T-H-E-D.
Heck... *grinZ* - gonna add another 1billion cents...
I dig what Eric Grange said... and just wanted to add a few more thoughts...
Think about some big-name games out there now... (Baldur''s Gate 2 comes to my mind (love that game) :D ).
On the programming front the game is "cheap" - seriously... the game/graphics engine is great, but it doesn''t take a Carmack to write it.
Seriously... the game is solely a massive multimedia database - its greatness is (in my mind) due to the excellent efforts of the story, music, sound and graphic artists.
Give me a set of people that produce such outstanding work (and have such an enourmous budget) and I''ll wip-up something worthwhile in Delphi or justabout any other language.
so start using Delphi already!
A-Lore
I dig what Eric Grange said... and just wanted to add a few more thoughts...
Think about some big-name games out there now... (Baldur''s Gate 2 comes to my mind (love that game) :D ).
On the programming front the game is "cheap" - seriously... the game/graphics engine is great, but it doesn''t take a Carmack to write it.
Seriously... the game is solely a massive multimedia database - its greatness is (in my mind) due to the excellent efforts of the story, music, sound and graphic artists.
Give me a set of people that produce such outstanding work (and have such an enourmous budget) and I''ll wip-up something worthwhile in Delphi or justabout any other language.
so start using Delphi already!
A-Lore
Hmm, I''ve never tried Delphi...I got ''stuck'' with C(++) & assembly far to early on...anyone actually know any decent tuts on Delphi ?
Not really knowing much about game programming in Delphi, I''d assume you''d be stearing away from stuff like VCL, so I can''t see why there should be much of a speed difference (but I do like _small_ compiled files {to be honest LCC does the best job} )
> "Most of the C ''optimization'' tricks (+=, ?:, ++)..."
As far as I know the only reason for the "optimization tricks" is to save some typing, I doubt the compiler uses it as an optimisation hint.
Not really knowing much about game programming in Delphi, I''d assume you''d be stearing away from stuff like VCL, so I can''t see why there should be much of a speed difference (but I do like _small_ compiled files {to be honest LCC does the best job} )
> "Most of the C ''optimization'' tricks (+=, ?:, ++)..."
As far as I know the only reason for the "optimization tricks" is to save some typing, I doubt the compiler uses it as an optimisation hint.
Heard on the Game Programming newsgroup :
"Age of Empires was written in Delphi. And it stayed that way."
"Microsoft has more licenses for Delphi than anyone else."
I think they meant Age of Wonders. Age of Wonders II is supposed to also be written in Delphi, along with Siege of Avalon.
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..."
Edited by - morfe on February 9, 2001 1:58:21 AM
"Age of Empires was written in Delphi. And it stayed that way."
"Microsoft has more licenses for Delphi than anyone else."
I think they meant Age of Wonders. Age of Wonders II is supposed to also be written in Delphi, along with Siege of Avalon.
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..."
Edited by - morfe on February 9, 2001 1:58:21 AM
quote:Original post by morfe
Age of Empires was written in Delphi. And it stayed that way.
Microsoft has more licenses for Delphi than anyone else.
Have to take this response as a joke because it is just plainly false. Firstly, Microsoft did not develop Age Of Empires or the sequels. It was Ensemble Studios. Secondly, read this article written by one of the developers...
Profiling, Data Analysis, Scalability, and Magic Numbers, Part 1: Meeting the Minimum Requirements for Age of Empires II: The Age of Kings
"The most straightforward and recognized solution is direct code optimization by optimizing the existing C code, translating it to hand-coded x86 Assembly, rearranging data layouts, and/or implementing an alternative algorithm."
"For one thing, AoK had more detailed terrain. Also, units that were visually obscured behind buildings and other obstructions appeared as outlines so players could see where they were. Both of these systems were implemented as a mixture of C/C++ and hand-coded Assembly during implementation."
"Although we used Microsoft Visual C++, we did not use the bundled Microsoft Profiler."
"The third drawback to these profilers is that it''s difficult to use both TrueTime and VTune together when using Visual C++ as your development environment. TrueTime cannot instrument code from Visual C++ with VTune installed because VTune renames certain underlying compile and link programs."
Steve ''Sly'' Williams Code Monkey Krome Studios
>Age of Empires was written in Delphi. And it stayed that way.
Ensemble studios used VC++ and asm, so blah, get the book realtime strategy game programming by Mickey Kawick...he worked at ensemble while they developed Age of emipres...
Ensemble studios used VC++ and asm, so blah, get the book realtime strategy game programming by Mickey Kawick...he worked at ensemble while they developed Age of emipres...
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement