
"Nick Rolfe"
http://morpheus.cs.ucdavis.edu/papers/sweeny.pdf
He refers to Haskell and its strengths (and some of its weaknesses) quite a bit.
For those who don't know him, Tim Sweeney is the main programmer behind Epic Games's popular Unreal Engine. When he talks, many game developers will listen.
We will dream, most likely.
Perhaps more importantly, anything he does will affect a large number of game developers.
Dreaming of pointy-haired bosses listening to him, that is. That said, he made the slides before the advent of the GHC API, which is the dream of anyone being worried about scripting performance... not to mention that it greatly reduces the edit/compile/test cycle once in place. Bytestring fusion wasn't in sight, too, afair... or spj worrying about pipeline stalls, to single out a single thing. All this is quite important in an industry where you test whether it's faster to properly generate the index numbers or rely on Java exceptions when you want to randomly index 3x3 portions of an NxM map where the indexed portion reduces to 2x3 or 2x2 in rare cases. -- (c) this sig last receiving data processing entity. Inspect headers for past copyright information. All rights reserved. Unauthorised copying, hiring, renting, public performance and/or broadcasting of this signature prohibited.