Re: Complexity of new hardware
"Richard Mitton" <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
This is most definitely not an algorithm.
--
()() Richard Mitton
( '.')
(")_(") Beard Without Portfolio :: Treyarch
----- Original Message -----
From: "Jon Watte" <[email protected]>
To: "Game Development Algorithms" <[email protected]>
Sent: Thursday, April 16, 2009 1:05 PM
Subject: [Algorithms] Complexity of new hardware
> Nicholas "Indy" Ray wrote:
>> On Thu, Apr 16, 2009 at 11:14 AM,
>> <[email protected]> wrote:
>>
>>> The fact that you have to rely on labelling assembly instructions
>>> and for-loops as "general components" to provide support for your
>>> initial statement shows how weak your statement was.
>>>
>>
>> Additionally with over 200 assembly instructions in x86, with more and
>> more special case assembly instructions being added, I wouldn't really
>>
>
> My favorite new x86 instruction:
> |
> vmadd231ps v0 {k1}, v5, [rbx+rcx*4] {4to16}
>
> Dealing with complexity is really becoming quite a chore, and our tools
> just aren't keeping up IMO.
> What good ways are you seeing of lifting game design and implementation
> up onto higher levels of abstraction? Is it just middleware, or will the
> middleware guys in turn need newer, better ways of doing things?
>
> Sincerely,
>
> jw
>
> |
>
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