[gameprogrammer] Re: What do the new processors mean forgameprogramming?

  • From: "Trollfiddler" <trollfiddler@xxxxxxxxxxx>
  • To: <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Fri, 4 Mar 2005 11:45:45 -0000

True, but is a one-man-band capable of producing a game for dual core 
processors and dual video cards in time to sell it before the next great 
thing? I don't think so. The threading is easy enough per se, but it's all 
the technical stuff you have to do IN those threads that's the bummer!

----- Original Message ----- 
From: "Bob Pendleton" <bob@xxxxxxxxxxxxx>
To: "Gameprogrammer Mailing List" <gameprogrammer@xxxxxxxxxxxxx>
Sent: Thursday, March 03, 2005 4:28 PM
Subject: [gameprogrammer] Re: What do the new processors mean 
forgameprogramming?


> On Wed, 2005-03-02 at 10:34 +0000, Trollfiddler wrote:
>> Of course if you want to sell games you have to go to the lowest common
>> denominator machines. Even the best commercial games claim to run on P3
>> boxes with 64MB of RAM (lol). So getting all steamed up about
>> multi-threading is probably a bit premature. The vast majority of the 
>> market
>> (PC anyway) are still sitting with machines they bought years ago.
>
> Yes, but... at a best guess based on a quick google search it looks like
> Intel has sold several 10s of millions of HT Pentium 4 processors. Both
> Intel and AMD have announced dual core chips that are supposed to ship
> this year. Games designed to run on the hottest computers of 2006 can,
> maybe, ignore those machines, but games coming out in 2007 need to take
> advantage of dual core and HT processors.
>
> Two years is not that long a schedule for developing tools and even for
> developing games. So, the people who worry about it now will be ready
> when it matters. I wouldn't get all worried about it for a game that is
> going to ship in 2005. Unless I could get a boost from using threads on
> on current HT Pentium 4s.
>
> At this stage it is sort of like worrying about SLI video cards. I doubt
> anyone is going to build a game that requires dual video cards to run.
> But, you can be sure that new games are going to run on dual cards and
> are going to give you some great eye candy on those systems.
>
> Bob Pendleton
>
>>
>> If you're looking for a good fast Java games engine, then have a look at 
>> J
>> Monkey Engine. It's back in business and free. Feature list is far from
>> complete, but by the time you have a worthwhile game ready it should all 
>> be
>> there.
>>
>> Cheers,
>>
>> Troll.
>>
>> ----- Original Message ----- 
>> From: "Bob Pendleton" <bob@xxxxxxxxxxxxx>
>> To: "Gameprogrammer Mailing List" <gameprogrammer@xxxxxxxxxxxxx>
>> Sent: Tuesday, March 01, 2005 11:01 PM
>> Subject: [gameprogrammer] Re: What do the new processors mean for
>> gameprogramming?
>>
>>
>> > On Tue, 2005-03-01 at 14:19 -0800, Evan Stone wrote:
>> >> > It seems to me that most programming languages currently in use have
>> >> > little to no built in support for multithreaded programming. Java is
>> >> > the
>> >> > only one I can think of.
>> >>
>> >> ..and the .NET platform + languages as well (C#, VB, C++, etc.).
>> >
>> > I'm no expert on C# or VB so I can't comment on those languages.
>> >
>> > As far as I can determine the only support for threads in standard 
>> > C/C++
>> > is the "volatile" storage class modifier. In fact, I was thinking about
>> > C and C++ when I wrote what I wrote. Standard C and C++ have near zero
>> > support for threads in the language.
>> >
>> > It wasn't that long ago when it was hard to get a thread safe runtime
>> > library for those languages.
>> >
>> > Bob Pendleton
>> >
>> >>
>> >> evan stone | recombinant
>> >> ----------------------------------------
>> >> independent game developer
>> >> petaluma, ca, usa
>> >>
>> >>
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