barring that I think game devs for performance-intensive games will still want more precise control over memory usage
What is 'performance-intensive' is constantly changing. I don't think that languages like C# or JavaScript which sometimes get used in game development these days have sufficiently-advanced compilers, but they still get used. (Although at least in the case of Haskell, we really do have the promised 'sufficiently advanced compiler' in the form of GHC and all the research put into optimizing lazy pure languages; I think the estimate I saw floating around somewhere was that a modern GHC-optimized binary of an ordinary Haskell program will run something like 1000x faster than the best that could be done in the early '90s.)
If even multi-threaded C++ is still too slow for what you want to do (eg have 10000 people on one server in real-time), Haskell isn't going help.\
Haskell's pure functions, green threads, and STM are great for concurrency, so I think your argument may work in the other direction.
Although at least in the case of Haskell, we really do have the promised 'sufficiently advanced compiler' in the form of GHC
The "sufficiently advanced compiler" I was referring to is one that makes high level languages as fast as hand-tuned C++ (thus eliminating the need for said hand-tuning), not just one that's faster than it used to be. Such a thing is probably possible but it doesn't exist now or in the immediately foreseeable future. Things like precise control of memory layout can make an order of magnitude difference to performance or ...
This is the monthly thread for posting media of various types that you've found that you enjoy. Post what you're reading, listening to, watching, and your opinion of it. Post recommendations to blogs. Post whatever media you feel like discussing! To see previous recommendations, check out the older threads.
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