Re: [Algorithms] Complexity of new hardware
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From: Andrew V. <and...@ni...> - 2009-04-22 16:44:57
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> Wouldn't that be a tough sell? You'd already be competing > with free implementations of LUA, Python, JavaScript and > their ilk on the low end, and built-in languages like > UnrealScript on the high end. While middleware for something > like mesh exporting and animation (Granny) or something like > networking or AI make sense, because there is no good free > library for those areas, the scripting language market seems > full of entrenched competitors with a zero dollar price point. Maybe "scripting language" is the wrong term. I'm thinking of something that sits between the low-level C/C++ "details" and the high-level, LUA-style, scripting - probably for the purpose of enabling easier multithreading of gameplay style code (rather than engine-side code). I'm not saying you can't extend this language in either direction, but that's where I see the most use of it (YMMV). :) > > There definitely needs to be a change to the way most games are > > written when considering new hardware. It's perfectly > possible that a > > new/different language might be a good way to go - however, I'd be > > concerned that it would introduce more complexity, i.e. > > Doesn't this bring us back full circle? I recall a statement > from a month ago saying that we all need to think differently > about how we put together massively parallel software, > because the current tools don't really help us in the right > ways... That's not just games, mind you, but business > software is often less performance critical, and server > software already has a reasonable parallelization strategy > with data and service federation (and 800-way CPU boxes like > those from Azul...). Yep, agreed. My point was more whether the best way forward would be with a new language or whether new/different programming techniques for existing languages (which means C++, I guess) would be better. Cheers, Andrew. |