Smartheap smp is not cheap. We could build our own... but then it would be worth more than the product itself. Definitely something to chew on anyway... then EAW can rape ALL your cpus!!!
(actually I'm not sure if we don't already have the old smartheap smp libs... and I think I flipped the multithreaded switch in my compiler for the test build to the beta group... but it will take much more than that... it still saturates only one cpu.)
Just don't say .net. It is never going to happen with SFC, for many reasons.
64 bit? SFC does not currently need to address more than 4GB of ram, so I cannot see the need, nor would I encourage an application development path that would require >4MB of RAM for the game.... not all of us can afford movie house render quality super gaming computers... and I'm pretty sure 32 bit precision is more than sufficient for all the calcs...
edit: regarding open source library replacements for things like smartheap, miles, gamespy, won... we are relatively restricted by licensing - if we used any GPL components they would have to be unmodified... or wait, if we did use gpl components and modify them we are only obliged to release the code for the open source component modifications, not the entire product right? I need to think that through (not for immediate implentation, but eventually, we will need to replace those old libraries as they will be holding us back - already are... restricted to vc6 compiler... etc. etc.) I'll need to have a good long chat with someone well versed in software licensing issues. Or at least run my interpretations past some legal folks at aome point before we release any majorly modified product. (thus for now, the nice & safe approach of just try to fix it as is if at all possible... then move on.)
I think I'm approaching all this pretty sensibly. (but I have never led such a project, so be patient with me, and if someone better qualified and equally dedicated comes along then I'd be glad to heave off responsibility for leadership of the project on them with my consultation, but for now, it is just me. And perhaps I am best qualified, I got the client built within hours of obtaining the source. Evil Dave is in on it and I am immensely pleased that he has not been able to resist diving in... where he said he'd be around only for consults... FireSoul also has a working build environment now. Our main scripter and shiplist guys are in. (whoot!) FireSoul intends to maintain some reference build environments (via VMs?) as we go. Though no obligations here... as I phrased elsewhere I want everyone to have fun with this and not feel like it is work, and to feel they can contribute where they want to and are able to and be part of it all... but build environments are a critical factor for us... which SDKs... etc. etc. My leadership style will be one of stewardship.
Also I might as well let it out that we DO NOT have the art assets for the game. (hint, hint... get ready modelers and texturers and UI guys...). Expect some solicitave emails/PMs - start thinking about your portfolios and if you might like to participate... (but not right now - hold off a bit - just start thinking about it.)
marstone's work is as important as ever. Quicksilver tools are not included in what we have from what I can tell, just the libs and headers... but we should be able to build .q3 editing tools with that much more easily now though.
So, in summary, it is not going to be overnight, and it is not immediately going to be what people want.
But we have actually started now. I am confident that the people involved intitally have the expertise and experience required for a good start. Once we are solid and have a steady build process and tidied up repository, then we will begin looking to include more members on the coding team. (unless as mentioned, a super-lead materialises)
I'm so excited, but I have a huge list of things to do and I keep getting distracted by discussion (that's OK, we need to think all this through carefully).
I'm still laying the surrounding groundwork for the sucess of the project (all will be made clear in time) and have not dived into the code full on yet myself, it is killing me, but hopefully I'll be free do so very soon. I know exactly where I want to go in the code...
* Bonk scurries off back to work...