Bubble Sort retains the initial ordering of equally ranked items. Most other sorting algorithms don't.
Other than that, simplicity of implementation. I can knock out a bubble sort without thinking, whereas anything else requires actually looking something up.
Same reason I am, to try and get the last word in a pointless non-argument.
Game preferences are like, personal opinions, so hey. Personally I'm sick to the back teeth of car games. Finished working on one last year, just had another one canned, and really don't want to see another one for a while. Besides, between GT3 and GTA3, what's left to do?
Tony Hawk is on everything, and as such, isn't a deciding factor one way or another.
All sports games suck. Even the really really good ones from EA that are also on every platform.
Meanwhile, wrestling games suck even harder than sports games.
I'm a low level PS2 programmer, and I can say that there is no pre-emptive threading in the PS2 libraries. There is simple co-operative threading, which most games completely ignore.
The PS2 model (and it's not a new one) is to have multiple individually specialised processors. I suspect that PS3 will see explicit parallelisation of one or more of these units.
Project Gotham Racing : Boring Rallisport Challenge : Dull Tony Hawk 3 : Tired Jet Set Radio Future : Not as good as JSR Wreckless : Pretty, awfull DOA3 : Pretty, shallow
and the only one I haven't played (but then neither have you;)
GUNVALKYRIE : Looks good, but not actually out yet
Thing is, it doesn't stop. What happens is that you get a matrix of little green squares wobbling around in front of the film (which carries on playing). These green squares don't actually go away until you reset the PS2, so I'm inclined to believe it's a bug in the driver.
Happens with both the standard driver, and the one they ship with the remote control. Very frustrating, and yes, my PS2 is my only DVD player (other than my PC, but that's in the office, not the living room).
Weirdly enough, it only seems to be in that one frame. You can FF over it, or rewind back to just after it, and everything is hunky-dory. Makes me wonder exactly what's happening in that frame. Some form of retarded region control no doubt...
Each VU has 32 vector registers (4*32bit floats), less one constant register, plus an accelerated accumulator. 16 integer registers (16 bits), less one constant register. Plus a random number generator, and 2 float registers for storing the results from the FDIV unit, and the EFU, plus three flag registers (one for clipping, one for the FMACs, and one status register).
The FMAC operations can mask fields, and broadcast one field across all fields (so you could multiple & accumulate x,y&z of one register by z of a second, and store the results in x,y&z a third). There's also min, max, and cross-product at instruction level.
In parallel to the FMACs (aka the upper execution unit) there is the lower execution unit, which handles load and store to memory, logical operation, integer maths, flow, and initiates calls to the EFU (qv).
VU1 has an EFU (extended function unit) that has it's own internal registers that can run a number of handy maths functions in parallel to the VU (e.g. arctan, exp, vector length, reciprocal square roots, sum, sin, and a few others). This EFU is where the extra FMAC and FDIV live.
So on VU1 there's actually three execution units all running in parallel.
The VUs also have their own single cycle fetch, data and instruction memory. VU1 has 16k of each, while VU0 has 4k of each. They also both have a VIF, which unpacks data being DMA'd into VU memory, The VIF can convert any number of fixed point formats into floats, and has a number of entertaining loop and cycle modes of its own. This allows for some fiendish data compression, plus LOD tricks.
Finally, VU1 has a direct DMA channel to the GS, while VU0 can operate as a MIPS coprocessor, with vector operations and registers exposed to the EE core. The EE can also call subroutines stored in VU0 instruction memory, which again, can run in parallel to the EE.
IIRC the vertex shaders on current NVIDIA parts can't actually generate vertices, they can only transform them, and to be honest, look a little emaciated next to the math powerhouses that are the VUs. Of course I'm biased, as I'm currently writing VU code for a living...;)
Whereas the X-Box logo looks like a cat's ass.
If DivX want to distribute scumware, then fuck 'em.
IIRC The delay was due to the Orion Pictures going down the tubes.
The trick I used was to count the notches in the control.
OK kid, I'll get you into this R rated movie, if you'll rip this copy protected CD for me.
...although it would be hard to suck as much as that did.
Bubble Sort retains the initial ordering of equally ranked items. Most other sorting algorithms don't.
Other than that, simplicity of implementation. I can knock out a bubble sort without thinking, whereas anything else requires actually looking something up.
Washing?
Same reason I am, to try and get the last word in a pointless non-argument.
Game preferences are like, personal opinions, so hey. Personally I'm sick to the back teeth of car games. Finished working on one last year, just had another one canned, and really don't want to see another one for a while. Besides, between GT3 and GTA3, what's left to do?
Tony Hawk is on everything, and as such, isn't a deciding factor one way or another.
All sports games suck. Even the really really good ones from EA that are also on every platform.
Meanwhile, wrestling games suck even harder than sports games.
So how are the controls for Gunvalkryie then?
3-pack of DeCSS tshirts on the front page.
I'm a low level PS2 programmer, and I can say that there is no pre-emptive threading in the PS2 libraries. There is simple co-operative threading, which most games completely ignore.
The PS2 model (and it's not a new one) is to have multiple individually specialised processors. I suspect that PS3 will see explicit parallelisation of one or more of these units.
Project Gotham Racing : Boring
;)
Rallisport Challenge : Dull
Tony Hawk 3 : Tired
Jet Set Radio Future : Not as good as JSR
Wreckless : Pretty, awfull
DOA3 : Pretty, shallow
and the only one I haven't played (but then neither have you
GUNVALKYRIE : Looks good, but not actually out yet
Douglas Trumbull did some experiments with 60fps projection technologies, and reported impressive improvements in image quality.
Google on Trumbull, Showscan, and Brainstorm for more details.
Pity that there aren't any others.
Thing is, it doesn't stop. What happens is that you get a matrix of little green squares wobbling around in front of the film (which carries on playing). These green squares don't actually go away until you reset the PS2, so I'm inclined to believe it's a bug in the driver.
Happens with both the standard driver, and the one they ship with the remote control. Very frustrating, and yes, my PS2 is my only DVD player (other than my PC, but that's in the office, not the living room).
Weirdly enough, it only seems to be in that one frame. You can FF over it, or rewind back to just after it, and everything is hunky-dory. Makes me wonder exactly what's happening in that frame. Some form of retarded region control no doubt...
Err, here's a suggestion from an AlterSlash addict, strike a deal, buy his digesting code, and make it a feature of /.
Aaaaargh! It's not the Windows model, it's the Macintosh model, right down to the accelerators!
No. Well, technically it is available as middleware, but no-one in their right mind would use it.
Apparently the Game Cube libraries look remarkably similar to OpenGL though.
The Register is Private Eye
Slashdot is the National Enquirer
The Saturn was the least powerfull, the most complex, and the most expensive console of it's generation. Three strikes and out.
...aren't DMA scottish?
Slight correction and expansion:
Each VU has 32 vector registers (4*32bit floats), less one constant register, plus an accelerated accumulator. 16 integer registers (16 bits), less one constant register. Plus a random number generator, and 2 float registers for storing the results from the FDIV unit, and the EFU, plus three flag registers (one for clipping, one for the FMACs, and one status register).
The FMAC operations can mask fields, and broadcast one field across all fields (so you could multiple & accumulate x,y&z of one register by z of a second, and store the results in x,y&z a third). There's also min, max, and cross-product at instruction level.
In parallel to the FMACs (aka the upper execution unit) there is the lower execution unit, which handles load and store to memory, logical operation, integer maths, flow, and initiates calls to the EFU (qv).
VU1 has an EFU (extended function unit) that has it's own internal registers that can run a number of handy maths functions in parallel to the VU (e.g. arctan, exp, vector length, reciprocal square roots, sum, sin, and a few others). This EFU is where the extra FMAC and FDIV live.
So on VU1 there's actually three execution units all running in parallel.
The VUs also have their own single cycle fetch, data and instruction memory. VU1 has 16k of each, while VU0 has 4k of each. They also both have a VIF, which unpacks data being DMA'd into VU memory, The VIF can convert any number of fixed point formats into floats, and has a number of entertaining loop and cycle modes of its own. This allows for some fiendish data compression, plus LOD tricks.
Finally, VU1 has a direct DMA channel to the GS, while VU0 can operate as a MIPS coprocessor, with vector operations and registers exposed to the EE core. The EE can also call subroutines stored in VU0 instruction memory, which again, can run in parallel to the EE.
IIRC the vertex shaders on current NVIDIA parts can't actually generate vertices, they can only transform them, and to be honest, look a little emaciated next to the math powerhouses that are the VUs. Of course I'm biased, as I'm currently writing VU code for a living...;)
So Resident Evil is for kids, and no adults play Zelda.
Unless you live in California. At least european countries generally have to advertise prices INCLUDING sales tax.