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by mlochbaum
506 days ago
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Regarding graphics, CBQN is not very suited to doing these natively as it runs on the CPU rather than GPU and has only double-precision and not single-precision floats. So, can you do some simple animation at 60FPS? Probably. Can you make a competitive game engine with it? Definitely not. A few programmers are doing games using Brian's FFI raylib bindings (https://github.com/Brian-ED/rayed-bqn), see in particular David Zwitser's videos on Astroids and Snake at https://www.youtube.com/@davidzwitser/videos. And we have nice FFI docs now: https://mlochbaum.github.io/BQN/doc/ffi.html! (Everybody seems to assume "high performance" automatically means in whatever domain they work in. Impossible to interpret these sorts of questions. Try "Will BQN have high performance for ...?" instead.) |
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I was wondering mostly about the FFI overhead. So the question should really be, is it suitable for real-time low-latency contexts? But I have your answer :)
I still would love to find a use for it one day. If there's ever a chance you could go the futhark route and allow for compilation of CPU/GPU routines I think it would be an ideal kind of syntax.