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Deneidez said:
MikeB said:

@ Deneidez

Data processing can normally always be split up in smaller parts and executable code is tiny, results are passed around quickly within the PS3 architecture.

...
You really need to write down a more concrete example for me to follow you, maybe I can provide you with a smart work around to your problems.

Blaa... Blaa... Tell me something I don't know already. More concrete example? Uhm, how about fibonacci numbers in parallel? Yes, (easiest) answer is functional programming, but but... SPUs don't support functional programming. Too bad... Oh well, you can always use PPE only. :)

Of course such high level programming languages can be ported. I know some people who have created their own programming languages.

Of course low level and high level imperative languages are the industry standard for games programming due to much better efficiency. It makes sense to hire a bit more talented people, instead of less talented and/or more lazy ones to extensively learn C++, C, assembler, etc instead and yield great performance gains.

I was specificallly talking about games engine development.

 



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