Re: Software Architecture/Design

Richard Fabian <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
On 10 June 2010 19:54, Brandon Van Every <[email protected]> wrote:

> Yes, but ASM lost, and eventually C++ will lose too.  Eventually
> computers become fast enough that the typical performance spikes
> aren't important anymore.


You keep saying ASM lost, or is gone. Does that mean you never use it? You
sound like you only care about windows and other high spec, never look back,
hardware.

Most real game companies still do ASM to some degree. Utilising the hardware
fully still involves getting your hands dirty. Just because ASM isn't used
by iPhone developers doesn't mean no-one uses it.

I don't think it's possible to stay competitive in the world of AAA console
games if you dismiss performance to such a degree. I've never worked
anywhere where they thought it was okay to not hardware optimise the 3d math
library.

I've also gotta wonder what you think people code microcontrollers in. It
isn't normally C++; C is almost too big for some of the hardware I'm
thinking of. I don't think there will come a day where something that's too
underpowered to run C# is not useful for something. For example, most of the
cool lighting at gigs and shows is running on processors that don't have
32bit addressing or floats let alone an MMU. If you're sure you don't want
to run any of your code on an SPU then stick with the direction you're going
in your development life, have fun and don't look back. However, some of us
developers actually enjoy the challenge of working within the
constraints. We enjoy the fruits of our labour too.

-- 
fabs();
Just because the world is full of people that think just like you, doesn't
mean the other ones can't be right.

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