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User: Tramb

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  1. And they call it emotion engine... on Why Are We Still Using 8.3 Filenames? · · Score: 1

    PS2 still uses it through ISO-9660, so we stick to it for our cross-platforms game developments.

  2. Being realistic on Who Still Codes In Assembler? · · Score: 1

    The one and only metrics for a software project is not speed as some tend to think. I develop games for a living, and we use 95% c++ all over the project, without affecting the overall speed of the game notably, but cutting the costs effectively... On a team project, readability is essential, for instance because of turn-over. Some programmers achieve to make C-code hard to read, no doubt re-reading asm would be a complete loss of time. Moreover, portability is affected and in a game, 80% of c++ code is directly buildable on any platform (even if we are lucky we only develop on lower-endian platforms and such things because some people... well...). Now learn mips and microcode on ps2, it might be a bit long. It is , for me at least! And last, but not least, with pipeline issues, optimising asm is a real pain, so my motto is : don't do it if they don't force you with sharp weapons! And use it in a high level language framework, through inline. Just my 2

  3. A suggestion on Where Can I Find Beautiful Code? · · Score: 1

    I would suggest that if you're interested in compilers, parsing and so on, you check the source of the GNAT Ada95 compiler, which is in the opinion of most of those who looked at it: elegant efficient and really readable Of course, it is in Ada...