The pitfall behind higher level languages: Part 2
So what was the end result you came to? What was the impact of end-user
usage and what language did it cause you to pick (if any)?
Great question. My answer just comes down to “Barriers”. The more barriers presented to the player / potential customer, the higher the chance of a missed sale / opportunity. Obviously the exception of course is to games and/or products which people will still buy no matter what ridiculous layers the company places between you and the software.
We can pick out just about any barrier, but I’ll try and focus on a few that relate to higher level languages.
#1 - Piece meal Install process: More annoying than forcing the player to go through several unneccessary clicks during a crappily made installer, the piece meal process is far worse. You download the game demo you wish to play. Uh oh..during the install, it seems as if you’re missing a certain library or runtime dependency (inevitably due to legal restrictions of this 3rd party dependency). No problem, here’s another link to an installer to run to fix that up. *sigh*.
#2 - Garbage Collection is fantastic…until it activates. Most higher level languages usually toot the horn of the ability for Garbage Collection which just means the runtime (beit something like Java and/or .NET) will keep and maintain a list of references to the objects in your code. Once all the references to a specific object fall out of scope, this object is marked for Garbage Collection. It’s a very important and terrific aspect of a higher level language to ensure stability, but to the novice developer, it can cripple the performance of your game while the runtime arbitrarily decides it needs to do some spring cleaning.
So everyone usually points to the “bonus” of Garbage Collection, without letting anyone know that they then proceed to do everything possible to disable / delay it.
#3 - Virtual Machines are getting better with new machines. Even with the newer VM’s for .NET and Java, there’s still a feeling that the more RAM / CPU, the better. On the majority of platforms out there, the VM’s have come a long way to be a viable competitor to native code. The only caveat I would add, is that it doesn’t seem to scale terribly well down the chain. I would love to see some more performance stats for those who are still running Windows98 on 512 - 1Gig of RAM.
Just to sum up this point, I think VM’s have come a long way and have made great strides in terms of providing an optimal performance environment…just make sure your target audience has the rig.
As for what technology I ended up choosing for my project, I’m sure there’ll be a part 3 of this article…











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