digitalmars.D - Welcome to the Jungle (article about the future of parallel computing)
- Paulo Pinto (8/8) Jan 06 2012 Hi,
- Nick Sabalausky (13/19) Jan 06 2012 It is interesting...But I have to say: The *one* thing that really bugs ...
- Paulo Pinto (12/35) Jan 07 2012 But he is in a way right.
- Nick Sabalausky (30/41) Jan 07 2012 Yes, because after all, who *doesn't* need to decode genomes on their
- Paulo Pinto (20/46) Jan 07 2012 Hi,
- Nick Sabalausky (38/55) Jan 07 2012 Yea, I grew up on that sort of thing. And I'd been working with Andre'
- Brad Anderson (4/72) Jan 07 2012 Regards,
- Nick Sabalausky (4/35) Jan 07 2012 Heh, cool. I'm "Abscissa" over there (although I haven't posted or even
- Brad Anderson (10/49) Jan 08 2012 I remember you being a frequent poster. I haven't been in years. I was
- Nick Sabalausky (6/19) Jan 08 2012 Oh, yea, I remember seeing you around there a lot.
- Mike Parker (5/35) Jan 07 2012 I was a regular lurker for a while. Until around the time of the Hasbro
- Nick Sabalausky (8/12) Jan 07 2012 Yup, both of those "Abscissa"s are me. I'm also "Abscissa" on github and...
- Sean Kelly (24/94) Jan 08 2012 You went from an Apple IIc to a 486? That's quite a leap.=20
- Peter Alexander (15/23) Jan 08 2012 Whether or not you'll enjoy the industry depends a lot on why you want
- bcs (10/26) Jan 07 2012 I think the thought is that *in the long run* the only chips that will
Hi, I just saw a follow up article from Herb Sutter about the future of parallel computing. http://herbsutter.com/welcome-to-the-jungle/ Very interesting read. Excuse me if someone has already posted it. -- Paulo
Jan 06 2012
"Paulo Pinto" <pjmlp progtools.org> wrote in message news:je7vvh$253f$1 digitalmars.com...Hi, I just saw a follow up article from Herb Sutter about the future of parallel computing. http://herbsutter.com/welcome-to-the-jungle/ Very interesting read. Excuse me if someone has already posted it.It is interesting...But I have to say: The *one* thing that really bugs me about it is that it seems to be written under the assumption that the highest-end hardware that's *sitting around on store shelves* is the only hardware that's relevant, or even exists. It makes the whole thing feel uncomfortably ivory-tower when reading through it. Even a simple *acknowledgment* of the distinction would have made a huge difference. But the way it's written, it makes him sound like (and for all I know, he may very well not be like this at all), but it makes him sound like "CliffyB", or Tim Sweeny, or some other such graphics-whore, "in bed with MS, NVidia and ATI" jackass over at Epic (Epic used to actually be respectable back in the "MegaGames" days...).
Jan 06 2012
Am 07.01.2012 08:08, schrieb Nick Sabalausky:"Paulo Pinto"<pjmlp progtools.org> wrote in message news:je7vvh$253f$1 digitalmars.com...But he is in a way right. Even the small embedded systems are slowly becoming multicore. The most recent ARM processors are now multicore. As an example of a multicore PIC, see the Parallax Propeller processor, http://en.wikipedia.org/wiki/Parallax_Propeller. Sure there will still be lots of scenarios where this won't be the case, like there are still 8 bit PIC processors being deployed in Assembly, but they are niche products. The vast majority of the developers will have the reality he describes. -- PauloHi, I just saw a follow up article from Herb Sutter about the future of parallel computing. http://herbsutter.com/welcome-to-the-jungle/ Very interesting read. Excuse me if someone has already posted it.It is interesting...But I have to say: The *one* thing that really bugs me about it is that it seems to be written under the assumption that the highest-end hardware that's *sitting around on store shelves* is the only hardware that's relevant, or even exists. It makes the whole thing feel uncomfortably ivory-tower when reading through it. Even a simple *acknowledgment* of the distinction would have made a huge difference. But the way it's written, it makes him sound like (and for all I know, he may very well not be like this at all), but it makes him sound like "CliffyB", or Tim Sweeny, or some other such graphics-whore, "in bed with MS, NVidia and ATI" jackass over at Epic (Epic used to actually be respectable back in the "MegaGames" days...).
Jan 07 2012
"Paulo Pinto" <pjmlp progtools.org> wrote in message news:je92bp$t68$1 digitalmars.com...But he is in a way right. Even the small embedded systems are slowly becoming multicore. The most recent ARM processors are now multicore.Yes, because after all, who *doesn't* need to decode genomes on their telephone? ;)As an example of a multicore PIC, see the Parallax Propeller processor, http://en.wikipedia.org/wiki/Parallax_Propeller.Warning to all: The following two paragraphs may sound very strange considering they're coming from me... The Propeller's awesome. Brilliant little chip. Not exactly a big fan of SPIN or the IDE, though (Personally, I would just as soon have spared the silicon used to embed that SPIN interpreter into the chip, or maybe repurposed it somehow). And the video output capabilities could be a little bit better. But those niggles aside, I admit, I'm a big fan of the Propeller. And the whole "multi-core microcontroller", believe it or not, is probably the main reason why. It's a cheap little thing and in terms of power, I'd estimate it to be...as if you had a device somewhere between an NES or SNES, but made the A/V circuitry almost entirely re-programmable. I was actually lucky enough to have the opportunity to play with a Propeller on an early revision of the Hydra board ( www.xgamestation.com ) before either of their official releases. Still have the board right here on my desk, too: https://www.semitwist.com/download/img/Hydra-v0.1.jpg Although as you can see it's gathered...ummm...more than a little bit of dust since I've been drowning in the web world for so long now :/ (Actually, I'm kind of embarrassed by all the dust on it...I really should have covered it long ago...) I wrote the sound and eeprom drivers that come with the Hydra, and three of the demos: Hydra Rally, Deep Cavern 3D, and Piano Demo. (They're shown in a random rotation on the xgamestation homepage, reload the page a few times to see them all). It was a lot of exhausting work, but I had an absolute blast developing them. I love working with systems where you have full control and understanding over every single byte - especially when it's to the end of making games. Unfortunately I never really get the chance for such things anymore.Sure there will still be lots of scenarios where this won't be the case, like there are still 8 bit PIC processors being deployed in Assembly, but they are niche products. The vast majority of the developers will have the reality he describes. -- Paulo
Jan 07 2012
Hi, so you are also following Andre's attemps to revive the old homebrew developer feeling. :) I also miss those days. I grew up with the ZX Spectrum, doing some BASIC and Z80 stuff, then most of my friends moved up to the Amiga 500 and I eventually got a PC, since my dad was the opinion the PC would be the future. Anyway, I had lots of fun doing x86 assembly programming with some Turbo Pascal and eventually C. Then quite a few languages after that. Nowadays I develop business software mostly in JVM and .NET languages, running in clustered environments. With development teams scattered around the globe. Doing low level programming and graphics related stuff is now only a hobby, when real life permits to do so. Until the day I manage to change area. Wow, now I am a bit nostaligic -- Paulo Am 07.01.2012 11:19, schrieb Nick Sabalausky:Warning to all: The following two paragraphs may sound very strange considering they're coming from me... The Propeller's awesome. Brilliant little chip. Not exactly a big fan of SPIN or the IDE, though (Personally, I would just as soon have spared the silicon used to embed that SPIN interpreter into the chip, or maybe repurposed it somehow). And the video output capabilities could be a little bit better. But those niggles aside, I admit, I'm a big fan of the Propeller. And the whole "multi-core microcontroller", believe it or not, is probably the main reason why. It's a cheap little thing and in terms of power, I'd estimate it to be...as if you had a device somewhere between an NES or SNES, but made the A/V circuitry almost entirely re-programmable. I was actually lucky enough to have the opportunity to play with a Propeller on an early revision of the Hydra board ( www.xgamestation.com ) before either of their official releases. Still have the board right here on my desk, too: https://www.semitwist.com/download/img/Hydra-v0.1.jpg Although as you can see it's gathered...ummm...more than a little bit of dust since I've been drowning in the web world for so long now :/ (Actually, I'm kind of embarrassed by all the dust on it...I really should have covered it long ago...) I wrote the sound and eeprom drivers that come with the Hydra, and three of the demos: Hydra Rally, Deep Cavern 3D, and Piano Demo. (They're shown in a random rotation on the xgamestation homepage, reload the page a few times to see them all). It was a lot of exhausting work, but I had an absolute blast developing them. I love working with systems where you have full control and understanding over every single byte - especially when it's to the end of making games. Unfortunately I never really get the chance for such things anymore.
Jan 07 2012
"Paulo Pinto" <pjmlp progtools.org> wrote in message news:je9e3t$1g3l$1 digitalmars.com...Hi, so you are also following Andre's attemps to revive the old homebrew developer feeling. :)Yea, I grew up on that sort of thing. And I'd been working with Andre' (LaMothe, of course) since well before he started doing hardware kits. His old DOS-based game dev books are what moved me from various forms of BASIC into finally really grokking things like C, pointers and low-level programming (which I had only "kind of" understood before). Then I just happened to end up in contact with him through a mutual aquaintence (via AOL 1.x ;) heh, yea, way back then). Andre' was starting up a budget-game publishing company and was looking for a breakout clone, which I happened to already be working on. So there was that, and then he started some gamedev forums that I was a regular on for years. Then Hasbro Interactive fucked everything up with unsubstantiated litigation and typical corporate "drown in legal fees" tactics, and then he got into doing hardware kits like he's doing now. IMO, Indie gamedev is really the only way to go if you want to make games. All the way until college I was convinced I wanted to work for a major game company. Then I started learning more about the nature of the industry at the time (around 2000-2001), and that was also the point where the industry itself was starting its slow descent into becoming into the Hollywood-wannabe cesspool it mostly is today. ("Fuck actual gaming, we're gonna be cinematic storytellers!" Too many Pixar rejects in the industry now, I guess...Not to mention all the "packaged-goods" managers...)I also miss those days. I grew up with the ZX Spectrum, doing some BASIC and Z80 stuff, then most of my friends moved up to the Amiga 500 and I eventually got a PC, since my dad was the opinion the PC would be the future.For me, it was Apple IIc and ApplesoftBASIC (I'm normally critical of apple products, especially after having spent a year or so with OSX, but the Apple II line is the one major exception for me. I guess you could say Woz was the *real* Apple for me). Plus a small amount of Logo and machine code on the machine. Then I got a [Packard Bell, remember them?] 486DX2 and moved to QBASIC, had an enormous amount of fun with that. (IIRC, Amiga was pretty much out of the picture by then, and I hadn't even heard of it. Sometimes now I feel like I really missed out on it.) Tinkered a bit with C/C++, but didn't quite "get it". Then did VB 3 (It came on a bunch of floppies and was for Win3 :) ). Then I found Andre's DOS books (this was still *just* before DirectX, or at least around the time of what was then called the "Game SDK"). Was into that for years, and somehow managed to get sucked into web dev, and these days all my free time goes to D-related projects (mostly things that will directly or indirectly make my webdev work slightly less painful).Anyway, I had lots of fun doing x86 assembly programming with some Turbo Pascal and eventually C. Then quite a few languages after that. Nowadays I develop business software mostly in JVM and .NET languages, running in clustered environments. With development teams scattered around the globe. Doing low level programming and graphics related stuff is now only a hobby, when real life permits to do so. Until the day I manage to change area. Wow, now I am a bit nostaligic
Jan 07 2012
On Sat, Jan 7, 2012 at 12:29 PM, Nick Sabalausky <a a.a> wrote:"Paulo Pinto" <pjmlp progtools.org> wrote in message news:je9e3t$1g3l$1 digitalmars.com...I was a regular on there too. Small world.Hi, so you are also following Andre's attemps to revive the old homebrew developer feeling. :)Yea, I grew up on that sort of thing. And I'd been working with Andre' (LaMothe, of course) since well before he started doing hardware kits. His old DOS-based game dev books are what moved me from various forms of BASIC into finally really grokking things like C, pointers and low-level programming (which I had only "kind of" understood before). Then I just happened to end up in contact with him through a mutual aquaintence (via AOL 1.x ;) heh, yea, way back then). Andre' was starting up a budget-game publishing company and was looking for a breakout clone, which I happened to already be working on. So there was that, and then he started some gamedev forums that I was a regular on for years. Then Hasbro Interactive fucked everything up with unsubstantiated litigation and typical corporate "drown in legal fees" tactics, and then he got into doing hardware kits like he's doing now.IMO, Indie gamedev is really the only way to go if you want to make games. All the way until college I was convinced I wanted to work for a major game company. Then I started learning more about the nature of the industry at the time (around 2000-2001), and that was also the point where the industry itself was starting its slow descent into becoming into the Hollywood-wannabe cesspool it mostly is today. ("Fuck actual gaming, we're gonna be cinematic storytellers!" Too many Pixar rejects in the industry now, I guess...Not to mention all the "packaged-goods" managers...)Regards, Brad AndersonI also miss those days. I grew up with the ZX Spectrum, doing some BASIC and Z80 stuff, then most of my friends moved up to the Amiga 500 and I eventually got a PC, since my dad was the opinion the PC would be the future.For me, it was Apple IIc and ApplesoftBASIC (I'm normally critical of apple products, especially after having spent a year or so with OSX, but the Apple II line is the one major exception for me. I guess you could say Woz was the *real* Apple for me). Plus a small amount of Logo and machine code on the machine. Then I got a [Packard Bell, remember them?] 486DX2 and moved to QBASIC, had an enormous amount of fun with that. (IIRC, Amiga was pretty much out of the picture by then, and I hadn't even heard of it. Sometimes now I feel like I really missed out on it.) Tinkered a bit with C/C++, but didn't quite "get it". Then did VB 3 (It came on a bunch of floppies and was for Win3 :) ). Then I found Andre's DOS books (this was still *just* before DirectX, or at least around the time of what was then called the "Game SDK"). Was into that for years, and somehow managed to get sucked into web dev, and these days all my free time goes to D-related projects (mostly things that will directly or indirectly make my webdev work slightly less painful).Anyway, I had lots of fun doing x86 assembly programming with some Turbo Pascal and eventually C. Then quite a few languages after that. Nowadays I develop business software mostly in JVM and .NET languages, running in clustered environments. With development teams scattered around the globe. Doing low level programming and graphics related stuff is now only a hobby, when real life permits to do so. Until the day I manage to change area. Wow, now I am a bit nostaligic
Jan 07 2012
"Brad Anderson" <eco gnuk.net> wrote in message news:mailman.185.1325982241.16222.digitalmars-d puremagic.com...On Sat, Jan 7, 2012 at 12:29 PM, Nick Sabalausky <a a.a> wrote:Heh, cool. I'm "Abscissa" over there (although I haven't posted or even lurked much in years). I was one of the two-digit user numbers :)"Paulo Pinto" <pjmlp progtools.org> wrote in message news:je9e3t$1g3l$1 digitalmars.com...I was a regular on there too. Small world.Hi, so you are also following Andre's attemps to revive the old homebrew developer feeling. :)Yea, I grew up on that sort of thing. And I'd been working with Andre' (LaMothe, of course) since well before he started doing hardware kits. His old DOS-based game dev books are what moved me from various forms of BASIC into finally really grokking things like C, pointers and low-level programming (which I had only "kind of" understood before). Then I just happened to end up in contact with him through a mutual aquaintence (via AOL 1.x ;) heh, yea, way back then). Andre' was starting up a budget-game publishing company and was looking for a breakout clone, which I happened to already be working on. So there was that, and then he started some gamedev forums that I was a regular on for years. Then Hasbro Interactive fucked everything up with unsubstantiated litigation and typical corporate "drown in legal fees" tactics, and then he got into doing hardware kits like he's doing now.
Jan 07 2012
On Sat, Jan 7, 2012 at 6:47 PM, Nick Sabalausky <a a.a> wrote:"Brad Anderson" <eco gnuk.net> wrote in message news:mailman.185.1325982241.16222.digitalmars-d puremagic.com...I remember you being a frequent poster. I haven't been in years. I was Catalyst. It's interesting they are still going strong (and that there are still people I recognize posting regularly). I joined the forums back when they were Xtreme Games forums (which got moved over to XGameStation at some point). I never really got into the XGameStation stuff but stayed around the forums after Andre's shift in attention. I was around for the Hasbro drama. I think I'd be nervous to go back and look at some of my old posts. I was a young teenager when I frequented these forums so I no doubt made a lot of embarrassing posts.On Sat, Jan 7, 2012 at 12:29 PM, Nick Sabalausky <a a.a> wrote:happened"Paulo Pinto" <pjmlp progtools.org> wrote in message news:je9e3t$1g3l$1 digitalmars.com...Hi, so you are also following Andre's attemps to revive the old homebrew developer feeling. :)Yea, I grew up on that sort of thing. And I'd been working with Andre' (LaMothe, of course) since well before he started doing hardware kits. His old DOS-based game dev books are what moved me from various forms of BASIC into finally really grokking things like C, pointers and low-level programming (which I had only "kind of" understood before). Then I just happened to end up in contact with him through a mutual aquaintence (via AOL 1.x ;) heh, yea, way back then). Andre' was starting up a budget-game publishing company and was looking for a breakout clone, which IHeh, cool. I'm "Abscissa" over there (although I haven't posted or even lurked much in years). I was one of the two-digit user numbers :)to already be working on. So there was that, and then he started some gamedev forums that I was a regular on for years. Then Hasbro Interactive fucked everything up with unsubstantiated litigation and typical corporate "drown in legal fees" tactics, and then he got into doing hardware kits like he's doing now.I was a regular on there too. Small world.
Jan 08 2012
"Brad Anderson" <eco gnuk.net> wrote in message news:mailman.210.1326051013.16222.digitalmars-d puremagic.com...I remember you being a frequent poster. I haven't been in years. I was Catalyst.Oh, yea, I remember seeing you around there a lot.It's interesting they are still going strong (and that there are still people I recognize posting regularly). I joined the forums back when they were Xtreme Games forums (which got moved over to XGameStation at some point). I never really got into the XGameStation stuff but stayed around the forums after Andre's shift in attention. I was around for the Hasbro drama. I think I'd be nervous to go back and look at some of my old posts. I was a young teenager when I frequented these forums so I no doubt made a lot of embarrassing posts.Same here, on all points :) Although I think most of the old posts are gone now. Did you happen to be at XGDC 2001? We may have actually met.
Jan 08 2012
On 1/8/2012 9:23 AM, Brad Anderson wrote:On Sat, Jan 7, 2012 at 12:29 PM, Nick Sabalausky <a a.a> wrote: "Paulo Pinto" <pjmlp progtools.org <mailto:pjmlp progtools.org>> wrote in message news:je9e3t$1g3l$1 digitalmars.com... > Hi, > > so you are also following Andre's attemps to revive the > old homebrew developer feeling. :) > Yea, I grew up on that sort of thing. And I'd been working with Andre' (LaMothe, of course) since well before he started doing hardware kits. His old DOS-based game dev books are what moved me from various forms of BASIC into finally really grokking things like C, pointers and low-level programming (which I had only "kind of" understood before). Then I just happened to end up in contact with him through a mutual aquaintence (via AOL 1.x ;) heh, yea, way back then). Andre' was starting up a budget-game publishing company and was looking for a breakout clone, which I happened to already be working on. So there was that, and then he started some gamedev forums that I was a regular on for years. Then Hasbro Interactive fucked everything up with unsubstantiated litigation and typical corporate "drown in legal fees" tactics, and then he got into doing hardware kits like he's doing now. I was a regular on there too. Small world.I was a regular lurker for a while. Until around the time of the Hasbro suit. When I saw 'Abscissa' posting over at the DSource forums, and later connected it with Nick, I thought it likely to be the same Abscissa from the XtremeGames boards. That was a long time ago.
Jan 07 2012
"Mike Parker" <aldacron gmail.com> wrote in message news:jeatr8$tq0$1 digitalmars.com...I was a regular lurker for a while. Until around the time of the Hasbro suit. When I saw 'Abscissa' posting over at the DSource forums, and later connected it with Nick, I thought it likely to be the same Abscissa from the XtremeGames boards. That was a long time ago.Yup, both of those "Abscissa"s are me. I'm also "Abscissa" on github and bitbucket (although on bitbucket I'm usually "Abscissa256" because I forgot that their existing "Abscissa" account was an old one of mine ;) )...Umm "Abscissa256" on linuxquestions.org...Sometimes I go by "Nitrode", like on Wikipedia, the GOLD (parser) Wiki, and the now-defunct XBox1-Live. I have found some "Abscissa"s out there who are not me, though.
Jan 07 2012
You went from an Apple IIc to a 486? That's quite a leap.=20 I interviewed at Blizzard back in the day and that was enough to sour me on t= he game industry. This was before the era of cinematic games though.=20 Sent from my iPhone On Jan 7, 2012, at 11:29 AM, "Nick Sabalausky" <a a.a> wrote:"Paulo Pinto" <pjmlp progtools.org> wrote in message=20 news:je9e3t$1g3l$1 digitalmars.com...=20Hi, =20 so you are also following Andre's attemps to revive the old homebrew developer feeling. :) =20=20 Yea, I grew up on that sort of thing. And I'd been working with Andre'=20 (LaMothe, of course) since well before he started doing hardware kits. His=old DOS-based game dev books are what moved me from various forms of BASIC==20into finally really grokking things like C, pointers and low-level=20 programming (which I had only "kind of" understood before). Then I just=20=happened to end up in contact with him through a mutual aquaintence (via A=OL=201.x ;) heh, yea, way back then). Andre' was starting up a budget-game=20 publishing company and was looking for a breakout clone, which I happened t=o=20already be working on. So there was that, and then he started some gamedev==20forums that I was a regular on for years. Then Hasbro Interactive fucked=20=everything up with unsubstantiated litigation and typical corporate "drown==20in legal fees" tactics, and then he got into doing hardware kits like he's==20doing now. =20 IMO, Indie gamedev is really the only way to go if you want to make games.==20All the way until college I was convinced I wanted to work for a major gam=e=20company. Then I started learning more about the nature of the industry at=20=the time (around 2000-2001), and that was also the point where the industr=y=20itself was starting its slow descent into becoming into the=20 Hollywood-wannabe cesspool it mostly is today. ("Fuck actual gaming, we're==20gonna be cinematic storytellers!" Too many Pixar rejects in the industry=20=now, I guess...Not to mention all the "packaged-goods" managers...) =20e=20I also miss those days. I grew up with the ZX Spectrum, doing some BASIC and Z80 stuff, then most of my friends moved up to the Amiga 500 and I eventually got a PC, since my dad was the opinion the PC would be the future. =20=20 For me, it was Apple IIc and ApplesoftBASIC (I'm normally critical of appl=products, especially after having spent a year or so with OSX, but the App=le=20II line is the one major exception for me. I guess you could say Woz was t=he=20*real* Apple for me). Plus a small amount of Logo and machine code on the=20=machine. Then I got a [Packard Bell, remember them?] 486DX2 and moved to=20=QBASIC, had an enormous amount of fun with that. (IIRC, Amiga was pretty=20=much out of the picture by then, and I hadn't even heard of it. Sometimes=20=now I feel like I really missed out on it.) =20 Tinkered a bit with C/C++, but didn't quite "get it". Then did VB 3 (It ca=me=20on a bunch of floppies and was for Win3 :) ). Then I found Andre's DOS boo=ks=20(this was still *just* before DirectX, or at least around the time of what==20was then called the "Game SDK"). Was into that for years, and somehow=20 managed to get sucked into web dev, and these days all my free time goes t=o=20D-related projects (mostly things that will directly or indirectly make my==20webdev work slightly less painful). =20Anyway, I had lots of fun doing x86 assembly programming with some Turbo Pascal and eventually C. Then quite a few languages after that. =20 Nowadays I develop business software mostly in JVM and .NET languages, running in clustered environments. With development teams scattered around the globe. =20 Doing low level programming and graphics related stuff is now only a hobby, when real life permits to do so. Until the day I manage to change area. =20 Wow, now I am a bit nostaligic =20=20 =20
Jan 08 2012
On 7/01/12 7:29 PM, Nick Sabalausky wrote:IMO, Indie gamedev is really the only way to go if you want to make games. All the way until college I was convinced I wanted to work for a major game company. Then I started learning more about the nature of the industry at the time (around 2000-2001), and that was also the point where the industry itself was starting its slow descent into becoming into the Hollywood-wannabe cesspool it mostly is today. ("Fuck actual gaming, we're gonna be cinematic storytellers!" Too many Pixar rejects in the industry now, I guess...Not to mention all the "packaged-goods" managers...)Whether or not you'll enjoy the industry depends a lot on why you want to be in it in the first place. If you want to be in because you enjoy playing games and thinking up cool games to make then I think that's the wrong reason. If you enjoy the technical challenges of producing a finished, quality (software quality, not design quality) product then I think you'll enjoy the industry more. Of course, you should care about the overall quality of the product, including its design, but as a programmer it shouldn't be your focus, and it shouldn't be the reason you want to be in the industry. Going indie is great too. Lots of good stuff happening there. I would recommend that people work for a major studio first before going indie though, because you'll learn a lot in a very short amount of time about the reality of how games are made. It's a very instructive experience even if it's not where you want to be.
Jan 08 2012
On 01/06/2012 11:08 PM, Nick Sabalausky wrote:"Paulo Pinto"<pjmlp progtools.org> wrote in message news:je7vvh$253f$1 digitalmars.com...I think the thought is that *in the long run* the only chips that will hang around fall into one of two sets: The most powerful chips available and the most power efficient chips available. When you are buying new, why would you get anything else? In the short term there will be older stuff around but firstly, "nobody" buys used and secondly it's going to get replaced at some point (if for no other reason but getting damaged by handling). As a second rebuttal, I think the article is directed squarely at the "My program needs to run faster (lets throw hardware at it)!" crowd.It is interesting...But I have to say: The*one* thing that really bugs me about it is that it seems to be written under the assumption that the highest-end hardware that's*sitting around on store shelves* is the only hardware that's relevant, or even exists.Hi, I just saw a follow up article from Herb Sutter about the future of parallel computing. http://herbsutter.com/welcome-to-the-jungle/ Very interesting read. Excuse me if someone has already posted it.
Jan 07 2012