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> those with compilers/interpreters written in clean, cross-platform C should be straightforward options as well (e.g. GCC compilers).

C++ is essential for consoles (at least the 360) if you're not going the XNA route. Moreover, you have to compile with vendor-approved compilers, link with the vendor-provided libs and use approved graphics functions (e.g. DirectX on the 360).

Of course, many console games use Lua for scripting. LuaJIT, however, is not supported on consoles.




Correction: LuaJIT is not yet supported on consoles. I'm confident the remaining legal issues can be resolved soon.

Note this is referring to the high-speed interpreter written in PPC assembler which gives you a 2x-6x speedup over plain Lua. Not as good as with a JIT compiler, but definitely something to consider.

The JIT compiler will be disabled on the consoles for now. This is not the last word on that matter, though.


Good to know. I thought the major problem was that the console hypervisors don't allow arbitrary code execution, which made JIT difficult if not impossible on those platforms.

In any case is there any serious benefit to using JIT over static compilation on fixed targets like the 360 and PS3?




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