Elixir for game development

Yes, I always make mistake here, because some words in Polish with k letter are translated to English equivalent word with c letter. :smiley:

Yes, but it started with excellent support. For example OpenGL drivers from AMD (at least for my old GPU) are … I heard that implementing Vulkan makes them much more fast rather than old OpenGL drivers that probably needs a good rework, but I don’t have so much time to test it. :slight_smile:

Why not? Can you say something more? I think that some groups of games could have Elixir parts without problem:

# 1. If there is something that needs as much CPU power
I know that we can’t say that … language is x times slower than … language, but we can assume some things, just for example:

This … game part is from 5 up to 10 times faster in C++ than in Elixir. So let’s say that Elixir have 1 point and C++ have 10 points. But all of that happen in only one thread, so if we have 8-core CPU then C++ still have 10 points, but Elixir have more: 1 * 2 * 8 => 16 i.e. 1 point per each thread.`

Of course it’s not so simple to say, but something like it. :slight_smile:

# 2. Network things - imagine that our game allows multiplayer mode, so it could be client as same as server. Each Elixir process per connection with player should work well.

# 3. Supervising processes
If something goes wrong when drawing then we could restart drawing process (Vulkan port) and initialize it again that redraws specific area.

# 4. Simple website editor for creating new cards :smiley:

I said something about card game. I don’t believe than C++ will have much more FPS that Elixir also in 1 thread for this case - not even talking about 8-core CPU here …
What we could have there?

  1. Options + files (load & save settings)
  2. Network things (client + server code)
  3. Process for each player and card for storing stats and do simple math (damage, health etc.) + listener for events - i.e. simple game engine (not draw engine)
  4. Supervisor for managing drawing process + communication to Vulkan - i.e. change health => call draw another integer in card
  5. 3rd-party libraries for example for OS notifications and similar also really small things

All hardest things here are rendering and animations.

I can understand that in some cases there is need to use pointers to memory and other low level things, but I don’t think that it’s so bad for some types of games or maybe I missed something?

What do you think?