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. _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com