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	<title>Comments on: C++ to JavaScript!? Unpossible!</title>
	<atom:link href="http://www.ludumdare.com/compo/2012/04/27/c-to-javascript-unpossible/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludumdare.com/compo/2012/04/27/c-to-javascript-unpossible/</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
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		<title>By: Raptor85</title>
		<link>http://www.ludumdare.com/compo/2012/04/27/c-to-javascript-unpossible/comment-page-1/#comment-44679</link>
		<dc:creator>Raptor85</dc:creator>
		<pubDate>Sun, 29 Apr 2012 04:24:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=141237#comment-44679</guid>
		<description><![CDATA[In my case.....
1.  Because to me working in javascript is a royal pain, I can fare more efficiently write C++ code than javascript as the language just &quot;clicks&quot; better for me (that and 10+ years of experience in it doesn&#039;t hurt)

2.  I can use my existing code and libraries where working in &quot;pure&quot; javascript or the other solutions I would have to rewrite everything from scratch, which also means now my native version and browser version need to be maintained seperately

I haven&#039;t had much success porting my SDL stuff into this yet but when it does work this will be a godsend for developign web games/web versions of my existing work.

About alchemy and NaCL too, alchemy being that it runs on air is a non-option for anything but windows really, adobe cut linux support completely on it and only the old 32 bit binary is on &quot;unsupported&quot; life support mode, and NaCL is currently chrome only, so while they&#039;re better performance-wise html5 is the overall better solution as I can be fairly sure it&#039;ll run everywhere as opposed to just a small subset of windows users who either have air or chrome installed.]]></description>
		<content:encoded><![CDATA[<p>In my case&#8230;..<br />
1.  Because to me working in javascript is a royal pain, I can fare more efficiently write C++ code than javascript as the language just &#8220;clicks&#8221; better for me (that and 10+ years of experience in it doesn&#8217;t hurt)</p>
<p>2.  I can use my existing code and libraries where working in &#8220;pure&#8221; javascript or the other solutions I would have to rewrite everything from scratch, which also means now my native version and browser version need to be maintained seperately</p>
<p>I haven&#8217;t had much success porting my SDL stuff into this yet but when it does work this will be a godsend for developign web games/web versions of my existing work.</p>
<p>About alchemy and NaCL too, alchemy being that it runs on air is a non-option for anything but windows really, adobe cut linux support completely on it and only the old 32 bit binary is on &#8220;unsupported&#8221; life support mode, and NaCL is currently chrome only, so while they&#8217;re better performance-wise html5 is the overall better solution as I can be fairly sure it&#8217;ll run everywhere as opposed to just a small subset of windows users who either have air or chrome installed.</p>
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		<title>By: PoV</title>
		<link>http://www.ludumdare.com/compo/2012/04/27/c-to-javascript-unpossible/comment-page-1/#comment-44493</link>
		<dc:creator>PoV</dc:creator>
		<pubDate>Sat, 28 Apr 2012 14:19:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=141237#comment-44493</guid>
		<description><![CDATA[0. Like you said, highly optimized games can &#039;in a way&#039; be brought to the browser now. ;). Adobe Alchemy and NaCl are a better solution for this when it comes to raw performance, but now we can do a smidgen of it without any plugin dependencies.

1. It&#039;s portable. Same code can run as-is on every platform, from Consoles to Mobiles, without paying for expensive middleware. And now Web is part of the toolkit.

2. Type safety. While I do enjoy some of the flexibility regarding types in JS, I&#039;m not bothered by rigid and explicit types.

3. Operators and Overloading. When dealing with vector and matrix math, it&#039;s SO MUCH NICER to have operators set up to multiply, add, divide, than calling MyVector = add_Vector2D(Vec1, Vec2). 

4. Existing codebases. I have a suite of container types with no equal across many languages. I can compress or uncompress data in to a variety of formats with a single function call. I can bring the game logic behind a mobile game to the browser as-in, no changes required.

5. It&#039;s crazy. :D]]></description>
		<content:encoded><![CDATA[<p>0. Like you said, highly optimized games can &#8216;in a way&#8217; be brought to the browser now. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . Adobe Alchemy and NaCl are a better solution for this when it comes to raw performance, but now we can do a smidgen of it without any plugin dependencies.</p>
<p>1. It&#8217;s portable. Same code can run as-is on every platform, from Consoles to Mobiles, without paying for expensive middleware. And now Web is part of the toolkit.</p>
<p>2. Type safety. While I do enjoy some of the flexibility regarding types in JS, I&#8217;m not bothered by rigid and explicit types.</p>
<p>3. Operators and Overloading. When dealing with vector and matrix math, it&#8217;s SO MUCH NICER to have operators set up to multiply, add, divide, than calling MyVector = add_Vector2D(Vec1, Vec2). </p>
<p>4. Existing codebases. I have a suite of container types with no equal across many languages. I can compress or uncompress data in to a variety of formats with a single function call. I can bring the game logic behind a mobile game to the browser as-in, no changes required.</p>
<p>5. It&#8217;s crazy. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Canard Sauvage</title>
		<link>http://www.ludumdare.com/compo/2012/04/27/c-to-javascript-unpossible/comment-page-1/#comment-44444</link>
		<dc:creator>Canard Sauvage</dc:creator>
		<pubDate>Sat, 28 Apr 2012 09:22:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=141237#comment-44444</guid>
		<description><![CDATA[I&#039;m more amazed people are really doing this. I can only think about one reason: Because we can.

But honestly - C++ is only for system programming or highly optimised games. Why would you ever wanna do something like this?! It&#039;s just crazy!]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m more amazed people are really doing this. I can only think about one reason: Because we can.</p>
<p>But honestly &#8211; C++ is only for system programming or highly optimised games. Why would you ever wanna do something like this?! It&#8217;s just crazy!</p>
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		<title>By: mildmojo</title>
		<link>http://www.ludumdare.com/compo/2012/04/27/c-to-javascript-unpossible/comment-page-1/#comment-44373</link>
		<dc:creator>mildmojo</dc:creator>
		<pubDate>Sat, 28 Apr 2012 04:22:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=141237#comment-44373</guid>
		<description><![CDATA[Every time I see one of these articles about porting a C++ game to JS with emscripten, I&#039;m more amazed that it&#039;s even possible.]]></description>
		<content:encoded><![CDATA[<p>Every time I see one of these articles about porting a C++ game to JS with emscripten, I&#8217;m more amazed that it&#8217;s even possible.</p>
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