From: Pal-Kristian Engstad <pal_engstad@naughtydog.com>
To: Jon Harrop <jon@ffconsultancy.com>,
"caml-list@yquem.inria.fr" <caml-list@yquem.inria.fr>
Subject: Re: [Caml-list] stl?
Date: Wed, 04 Mar 2009 15:18:21 -0800 [thread overview]
Message-ID: <49AF0C3D.2030009@naughtydog.com> (raw)
In-Reply-To: <200903042250.36421.jon@ffconsultancy.com>
Jon Harrop wrote:
> C++'s job market share has fallen 50% in 4 years here in the UK:
>
> http://www.itjobswatch.co.uk/jobs/uk/c++.do
>
Sure -- those are probably not jobs that require performance, nor have
resource constraints.
>> Here are some reasons:
>>
>> * Most high-level languages decide the format of your data for you.
>> This is good for most things, but if a large part of your
>> application needs specific data layouts, then you are out of luck.
>>
>
> That is not true for all high-level languages (e.g. .NET languages convey
> low-level data representations and XNA uses them directly) and it is a
> dominant concern for only a tiny number of applications.
>
I did say most. By the way, XNA is a toy. A good toy, but a toy,
nonetheless. I'm not sure that all the products in my industry
constitutes "a tiny number" of applications. Also, bear in mind that in
my industry, a single game comprise about 500,000-1,000,000 LOC.
>> * Most high-level languages can not support multiple forms of data
>> allocations. Some applications need a range of allocation
>> strategies, ranging from completely automatic (garbage collection)
>> to completely manual.
>>
>
> C++ cannot provide efficient automatic GC.
>
That's not true. We run GC on all of our game tasks. It's "manual"-ish,
but doable.
>> * Most high-level environments do not allow for fine-grained control
>> of computing resources, e.g. soft real-time guarantees.
>>
>
> Many high-level languages make it easier to satisfy soft
> real-time "guarantees", e.g. incremental collection vs destructor avalanches.
>
Call me cynical, but I simply don't buy it.
>> * Most high-level languages do not allow for C/C++ intrinsics, for
>> instance leveraging access to the SSE registers.
>>
>
> That is easily resolved if it is not already present (which it is in Mono and
> LLVM already).
>
Indeed. But then there are target specific control registers, timers,
etc. etc. Usually, these are not supported well.
>> * Most high-level languages do not allow for fine-grained control,
>> for instance allowing different forms of threading mechanisms.
>>
>
> F# offers the .NET thread pool, asynchronous workflows and wait-free
> work-stealing queues from the TPL. What more do you want? :-)
>
Well, first of all - something that doesn't suck performance wise. And
it is essential that it works on non-Intel platforms. F# is indeed
promising, but again - I would not use it for performance critical code
- which is about 30-50% of a game's code base.
>> Of course, you can always say that you can use the foreign function
>> interface, but then you lose inlining and speed.
>>
>
> The same is true of C/C++. You can get much better performance from assembler
> but calling assembler from C or C++ not only costs inlining and speed but
> even functionality because you have an ABI to conform to.
>
This is not true. Pretty much all C++ compilers have both intrinsic and
inline assembly support.
>> More importantly, you end up with a project with several different
>> languages. That is generally a very bad idea.
>>
>
> A common language run-time is the right solution, not C/C++.
>
That is exactly my point. It needs to be *one* language that can cover
the broad base from non-performance critical AI code to performance
critical culling, animation and physics code. But the sad fact is that
there is no competitor to C++. Mind you - I *want* to have something
else - it is just not feasible.
>
>> In short, most high-level languages will remain used for only for toys
>> and applications where speed and resource constraints is of no concern.
>>
>
> You cannot feasibly parallelize or manage the resources of a non-trivial
> application in C/C++. The development cost of even attempting to do so is
> already prohibitively high and the result would be completely unmaintainable.
>
That depends on how skilled you are as a programmer. I'd venture to say
that professional game programmers have exactly that skill. Now, I do
agree that it is costly - but it is by far not "completely
unmaintainable". It just requires a lot of discipline, care and and a
set of good tools and libraries.
Thanks,
PKE.
--
Pål-Kristian Engstad (engstad@naughtydog.com),
Lead Graphics & Engine Programmer,
Naughty Dog, Inc., 1601 Cloverfield Blvd, 6000 North,
Santa Monica, CA 90404, USA. Ph.: (310) 633-9112.
"Emacs would be a far better OS if it was shipped with
a halfway-decent text editor." -- Slashdot, Dec 13. 2005.
next prev parent reply other threads:[~2009-03-04 23:20 UTC|newest]
Thread overview: 72+ messages / expand[flat|nested] mbox.gz Atom feed top
2009-03-03 21:40 stl? Raoul Duke
2009-03-03 22:31 ` [Caml-list] stl? Yoann Padioleau
2009-03-03 22:42 ` Till Varoquaux
2009-03-03 23:36 ` Jon Harrop
2009-03-04 0:13 ` Peng Zang
2009-03-04 0:58 ` Yoann Padioleau
2009-03-04 1:10 ` Raoul Duke
2009-03-04 1:19 ` Pal-Kristian Engstad
2009-03-04 1:21 ` Yoann Padioleau
2009-03-04 1:29 ` Jon Harrop
2009-03-04 14:26 ` Kuba Ober
2009-03-04 14:24 ` Kuba Ober
2009-03-03 23:42 ` Jon Harrop
2009-03-04 0:11 ` Brian Hurt
2009-03-04 1:05 ` Yoann Padioleau
2009-03-04 4:56 ` Brian Hurt
2009-03-04 20:11 ` Yoann Padioleau
2009-03-04 21:59 ` Brian Hurt
2009-03-04 22:42 ` Yoann Padioleau
2009-03-04 23:19 ` Jon Harrop
2009-03-04 23:03 ` Jon Harrop
2009-03-11 3:16 ` Brian Hurt
2009-03-11 5:57 ` David Rajchenbach-Teller
2009-03-11 6:11 ` David Rajchenbach-Teller
2009-03-04 1:59 ` Jon Harrop
2009-03-04 6:11 ` Brian Hurt
2009-03-04 14:08 ` Christophe TROESTLER
2009-03-04 14:19 ` Peng Zang
2009-03-04 16:14 ` Brian Hurt
2009-03-04 16:35 ` Andreas Rossberg
2009-03-04 16:40 ` Peng Zang
2009-03-04 21:43 ` Nicolas Pouillard
2009-03-05 11:24 ` Wolfgang Lux
2009-03-04 19:45 ` Jon Harrop
2009-03-04 21:23 ` Brian Hurt
2009-03-04 23:17 ` Jon Harrop
2009-03-05 2:26 ` stl? Stefan Monnier
2009-03-04 3:10 ` [Caml-list] stl? Martin Jambon
2009-03-04 6:18 ` Brian Hurt
2009-03-04 16:35 ` Mikkel Fahnøe Jørgensen
2009-03-04 16:48 ` Yoann Padioleau
2009-03-04 20:07 ` Jon Harrop
2009-03-04 20:31 ` Richard Jones
2009-03-04 20:49 ` Yoann Padioleau
2009-03-04 21:20 ` Andreas Rossberg
2009-03-04 21:51 ` Pal-Kristian Engstad
2009-03-04 22:50 ` Jon Harrop
2009-03-04 23:18 ` Pal-Kristian Engstad [this message]
2009-03-05 1:31 ` Jon Harrop
2009-03-05 2:15 ` Pal-Kristian Engstad
2009-03-05 3:26 ` Jon Harrop
2009-03-05 6:22 ` yoann padioleau
2009-03-05 7:02 ` Raoul Duke
2009-03-05 8:07 ` Erick Tryzelaar
2009-03-05 9:06 ` Richard Jones
2009-03-05 9:34 ` malc
2009-03-05 9:56 ` Richard Jones
2009-03-05 10:49 ` malc
2009-03-05 11:16 ` Richard Jones
2009-03-05 12:39 ` malc
2009-03-05 19:39 ` Jon Harrop
2009-03-05 21:10 ` Pal-Kristian Engstad
2009-03-05 22:41 ` Richard Jones
2009-03-05 22:53 ` malc
2009-03-05 8:59 ` Richard Jones
2009-03-05 17:50 ` Raoul Duke
2009-03-05 8:17 ` Kuba Ober
2009-03-05 1:06 ` Jon Harrop
2009-03-05 9:09 ` Richard Jones
2009-03-05 20:44 ` Jon Harrop
2009-03-05 20:50 ` Jake Donham
2009-03-05 21:28 ` [Caml-list] OCaml's intermediate representations Jon Harrop
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