By using this site, you agree to our Privacy Policy and our Terms of Use. Close
the-pi-guy said:

Pemalite said:

Nah. Naughty Dog didn't write in machine code for the Playstation 3... They would have had an insane development length otherwise, it's an intensive language.
They in-fact built Uncharted: Drakes Fortune in C++
https://en.wikipedia.org/wiki/Uncharted:_Drake%27s_Fortune#Graphics_and_technology

Just wanted to point out that technically, you can combine C++ with in-line Assembly (which is essentially readable machine code), this link has an example of what that'd look like:

https://www.cs.uaf.edu/2012/fall/cs301/lecture/10_01_link_with_cpp.html

It's still not something that most developers would want to do, because the compiler is usually going to write better optimized code.

But, Ferrari's link here actually purports that Naughty Dog did use assembly with C++: "instead dedicated their efforts to rebuilding the tools, engine, and game in C++ and assembly language."

DonFerrari said:

Something in VGC code mark some and not others when multi replying (perhaps only marks the first person you are replying?)

How would you explain then that among all Devs on PS3 ND were the ones having more efficiency on the development?

https://news.ycombinator.com/item?id=9813111one piece of evidence of ND using assembly and other means to "manually tweak" the code to the level of counting cycles to match.

 It also mentions in there that they used Assembly and C++.

Yep it does.

Pemalite said:
DonFerrari said:

How would you explain then that among all Devs on PS3 ND were the ones having more efficiency on the development?

https://news.ycombinator.com/item?id=9813111one piece of evidence of ND using assembly and other means to "manually tweak" the code to the level of counting cycles to match.

They optimized their workload for the Cells SPE's more effectively than any other developer.
It is easy to utilize all the SPE's by making your workload parallel, it's another keeping them fed constantly, which is where Naughty Dog showed it's prowess.

Your link backs up the evidence I provided earlier that they used C++.
Assembly is not machine code.

the-pi-guy said:

Just wanted to point out that technically, you can combine C++ with in-line Assembly (which is essentially readable machine code), this link has an example of what that'd look like:

https://www.cs.uaf.edu/2012/fall/cs301/lecture/10_01_link_with_cpp.html

It's still not something that most developers would want to do, because the compiler is usually going to write better optimized code.

But, Ferrari's link here actually purports that Naughty Dog did use assembly with C++: "instead dedicated their efforts to rebuilding the tools, engine, and game in C++ and assembly language."

 It also mentions in there that they used Assembly and C++.

Assembly isn't machine code, there is still a conversion that takes place by using an "Assembler". - If the original argument was about Assembly, then my original statements would indeed be false.
https://en.wikipedia.org/wiki/Assembly_language#Assembler
https://pediaa.com/what-is-the-difference-between-machine-code-and-assembly-language/

Many developers will leverage assembly when targeting low-level API's anyway for parts of their code base.

Nope, my argument was that ND used a closer to the metal language than other devs as a reason their game where over the others. They had to go closer to the metal exactly to make sure they were using the HW as best as possible.

As far as I know Assembly is "as close as possible" without really writting 0 and 1.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."