In addition to memory and performance, the approach "just write it somehow, and the system will optimize it for you so you don't have to" leads to bad code that is slow and uses too many resources.<br><div class="gmail_quote"><div dir="ltr">On Tue, Feb 9, 2016 at 1:30 PM David Turnbull via swift-evolution <<a href="mailto:swift-evolution@swift.org">swift-evolution@swift.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">On Tue, Feb 9, 2016 at 9:04 AM, Paul Cantrell via swift-evolution <span dir="ltr"><<a href="mailto:swift-evolution@swift.org" target="_blank">swift-evolution@swift.org</a>></span> wrote:<br></div><div dir="ltr"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex"><div style="word-wrap:break-word"><div>That island has other inhabitants: video game developers.</div></div></blockquote><div><br></div></div></div></div><div dir="ltr"><div class="gmail_extra"><div class="gmail_quote"><div>Audio systems too. 60fps video has a hard limit of 16.66ms per frame. Real time audio needs 3ms buffers, imo, but can be less strict depending on the application.</div><div><br></div><div>I think that Swift can become the first serious alternative to C++ for game development and creative coding. For all platforms, not just Avalon (the Isle of Apples, wokka wokka). If Swift becomes a mark-sweep GC language I'm going to get very angry and abandon my work from the last two months: <a href="https://github.com/AE9RB/SwiftGL" target="_blank">https://github.com/AE9RB/SwiftGL</a></div></div></div></div><div dir="ltr"><div class="gmail_extra"><div class="gmail_quote"><div><br></div><div>-david</div></div></div></div>
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