nothing should stop you from writing video games in Haskell since the control logic of many video games is written in e.g. a scripting language like LUA :-)

sure if you want to write a physics engine in Haskell, that's something else.

but I've worked with people that wrote physics engines in C/C++, and they also had to hand optimize specifically for a certain compiler to get things fast. 

so some manual tweaking to Haskell could be acceptable if you want to get high performance. and I hope that in the future the Haskell compilers will optimize more and more and more...

2009/2/20 Bulat Ziganshin <bulat.ziganshin@gmail.com>
Hello Thomas,

Saturday, February 21, 2009, 1:19:47 AM, you wrote:

> I'm not sure what you're getting at Bulat – it's been demonstrated
> that ghc is slower than gcc for most cases at the moment (many
> benchmarks will back this up), *however*, it's also easily verified
> that ghc has had significantly less effort directed at it than gcc and
> other imperative compilers, thus, there are many places it can improve
> greatly.

of course. what fool will say that ghc cannot be optimized the same
way as gcc? if we spent the same amount of time for improving ghc
back-end as was spent for gcc (tens or hundreds man-years?), then
*low-level* Haskell code will become as fast as C one, while remaining
several times slower to write

> In this case, you've pointed out a really great source of heavy
> optimisation.  Thanks a lot :)  Now perhaps it might be an idea to be
> constructive, rather than trying to stand like nelson going "HA HA" at
> the people with the inferior compiler.

ghc is superior compiler and it's my main instrument. but it can't
make coffee and doesn't contain sophisticated code generator. it's why
i dissuade from writing video codes in haskell and i don't like
situation when someone too lazy to test speed yourself tell us tales
and attack me when i say about real situation


--
Best regards,
 Bulat                            mailto:Bulat.Ziganshin@gmail.com

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