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Re:Red Programming Language: Plans for 2019 by dmitriid on Monday January 07, 2019 @05:03AM (#18844037)
> It's naive at best.

It's naive at best to assume that something isn't suitable for domains which you perceive as needing near-bare-metal performance.

E.g., your idea about games is provably false since at least IL-2 Sturmovik of 2001 which was written almost entirely in Java.

Re:Red Programming Language: Plans for 2019 by Yoric on Monday January 07, 2019 @05:35AM (#18844171)
> E.g., your idea about games is provably false since at least IL-2 Sturmovik of 2001 which was written almost entirely in Java.

Oh, really?

That's interesting. Do you have details? Was the main I/O loop in Java?

Re:Red Programming Language: Plans for 2019 by dmitriid on Monday January 07, 2019 @06:02AM (#18844291)
Unfortunately, most of the links are dead or lead to nowhere :(

There was more info 10 or so years back, including class decopilers for the game.

According to this Russian Post [1], it's 90% Java + OpenGL, the rest being DirectSound + DirectInput.

A recent example is Minecraft :) AFAIR it's also in Java :)

[q] https://groups.google.com/forum/?hl=ru#!msg/fido7.ru.java/sz...

Re:Red Programming Language: Plans for 2019 by grenadier21 on Monday January 07, 2019 @08:05AM (#18844790)
Minecraft Java Edition is 100% Java, but it's also notoriously slow, and experiences lag spikes, which are often attributed to garbage collection. I think an OS written in a GC language can certainly have adequate latency and throughput, but I don't think Minecraft is a good example of that.
Re:Red Programming Language: Plans for 2019 by pjmlp on Monday January 07, 2019 @08:30AM (#18844900)
Mostly due to bad programming practices, as already discussed multiple times in gamming forums.