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So, the reason I mention full software 3D, is this:

Computers are, at heart, numerical engines. 3D rendering, in software, is the perhaps the purest form of exploiting that. If your language can't do that well, then it's a high-level language and is suited for gluing stuff together. I specify software 3D because any fool can pull in some OpenGL bindings and talk about framerates, but in that case their language is only glue for hardware APIs.

And there's nothing wrong with that, mind you, but then you can't get by on "But think of the performance this could have, one day, with magical compiler technology from the futuuuuuure!". You have to get by only on claims of safety, or developer ergonomics, or provability, or something else.




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