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Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)
George Macdonald wrote:
> On 10 Sep 2005 18:41:30 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>
> >
> >George Macdonald wrote:
> >> On 9 Sep 2005 07:33:15 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
> >>
> >> >George Macdonald wrote:
> >> >>
> >> >> AFAIK the game makers have been making pessimistic noises.
> >> >>
> >> >
> >> >And why wouldn't they? Except for those who are interested in the
> >> >mathematical aspects of concurrency, who would want to deal with
> >> >concurrency rather than just getting a faster processor?
> >>
> >> Where do you get that attitude from? It's my impression they are in a
> >> competitive market and they try to squeeze as much realism & "action" into
> >> a game that is possible with the tools available.
> >
> >I don't know what attitude you're attributing to me. Concurrent
> >programming is much harder than sequential programming. What's
> >controversial about that? Nobody wants to program for concurrency, but
> >they're going to have to. They just don't want to. Of course they're
> >going to talk it down.
>
> As you well know "concurrent programming" is not a general fit for all
> computing methods. What's "controversial" is your non-expert opinion that
> game designers/programmers are going to "talk it down", presumably because
> they are just lazy... and have no competition?
>
No, not because they are lazy and have no competition. It's a
budget-driven, intense enterprise, as far as I know. A different
programming model, especially a programming model that is
widely-acknowledged to be prone to bugs, can't be welcome. I'm not
talking down game developers, I'm discounting your reports of their
pessimism. Of course they're pessimistic. I would be, too.
> >> As for the mathematical
> >> aspects of concurrency, we've just been through a err, discussion about
> >> that - there *are* methods which do not adapt! I don't know enough about
> >> game algorithms & methods to have a good opinion... certainly not enough to
> >> pour contempt on the experts in the field....you?
> >
> >I know a lot about simulating physics, and I know a fair bit about the
> >nuts and bolts of graphics programming. I don't know much about the
> >nuts and bolts of game play, but I wasn't, in any case pouring contempt
> >on anyone.
>
> You also pretended to know something about a field which I've had a long
> interest in, where you seemed to think all you needed was a text book and a
> compiler. You make a very good impersonation of contempt -- or is it just
> disrespect? -- from my POV. The subject is *NOT* "game play" but game
> design and programming - seems safe to assume you know very little.;-)
>
You want to have another argument about terminology? I don't.
As to contempt or disrespect, if you have some sense that game
developers have opined that concurrent methods won't be useful for
games, I respectfully disagree, as do the game box developers who have
poured so much money into the next generation of game boxes with
mulitple cores.
RM
George Macdonald wrote:
> On 10 Sep 2005 18:41:30 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>
> >
> >George Macdonald wrote:
> >> On 9 Sep 2005 07:33:15 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
> >>
> >> >George Macdonald wrote:
> >> >>
> >> >> AFAIK the game makers have been making pessimistic noises.
> >> >>
> >> >
> >> >And why wouldn't they? Except for those who are interested in the
> >> >mathematical aspects of concurrency, who would want to deal with
> >> >concurrency rather than just getting a faster processor?
> >>
> >> Where do you get that attitude from? It's my impression they are in a
> >> competitive market and they try to squeeze as much realism & "action" into
> >> a game that is possible with the tools available.
> >
> >I don't know what attitude you're attributing to me. Concurrent
> >programming is much harder than sequential programming. What's
> >controversial about that? Nobody wants to program for concurrency, but
> >they're going to have to. They just don't want to. Of course they're
> >going to talk it down.
>
> As you well know "concurrent programming" is not a general fit for all
> computing methods. What's "controversial" is your non-expert opinion that
> game designers/programmers are going to "talk it down", presumably because
> they are just lazy... and have no competition?
>
No, not because they are lazy and have no competition. It's a
budget-driven, intense enterprise, as far as I know. A different
programming model, especially a programming model that is
widely-acknowledged to be prone to bugs, can't be welcome. I'm not
talking down game developers, I'm discounting your reports of their
pessimism. Of course they're pessimistic. I would be, too.
> >> As for the mathematical
> >> aspects of concurrency, we've just been through a err, discussion about
> >> that - there *are* methods which do not adapt! I don't know enough about
> >> game algorithms & methods to have a good opinion... certainly not enough to
> >> pour contempt on the experts in the field....you?
> >
> >I know a lot about simulating physics, and I know a fair bit about the
> >nuts and bolts of graphics programming. I don't know much about the
> >nuts and bolts of game play, but I wasn't, in any case pouring contempt
> >on anyone.
>
> You also pretended to know something about a field which I've had a long
> interest in, where you seemed to think all you needed was a text book and a
> compiler. You make a very good impersonation of contempt -- or is it just
> disrespect? -- from my POV. The subject is *NOT* "game play" but game
> design and programming - seems safe to assume you know very little.;-)
>
You want to have another argument about terminology? I don't.
As to contempt or disrespect, if you have some sense that game
developers have opined that concurrent methods won't be useful for
games, I respectfully disagree, as do the game box developers who have
poured so much money into the next generation of game boxes with
mulitple cores.
RM