By: Brendan (btrotter.delete@this.gmail.com), May 15, 2013 6:29 am
Room: Moderated Discussions
Hi,
Gabriele Svelto (gabriele.svelto.delete@this.gmail.com) on May 15, 2013 6:40 am wrote:
> Brendan (btrotter.delete@this.gmail.com) on May 15, 2013 4:10 am wrote:
> > I don't have much trouble designing or writing scalable code - it just takes a little foresight
> > in the planning/design stages. From what I can tell, a lot of the people that post on these
> > forums are also able to do parallel programming without whining about it being too hard.
>
> RWT is not very representative; we've got lots of skilled people both posting and lurking around
> here. For most of the programmers out there parallel programming is not easy by a long shot.
I agree; but it shows that it's not something fundamentally wrong with SMT. It might be a problem with lack of skilled/trained game developers, but I doubt that too.
I find it far more likely that game developers are simply re-using existing code (e.g. game engines originally designed for single-threaded which were split into 2 or 4 threads in the simplest possible way, rather than redesigning these engines to handle "arbitrary number of threads" properly). Basically; I think the problem is a natural tendency to avoid spending money, and has nothing to do with scalable designs being too hard for game developers.
- Brendan
Gabriele Svelto (gabriele.svelto.delete@this.gmail.com) on May 15, 2013 6:40 am wrote:
> Brendan (btrotter.delete@this.gmail.com) on May 15, 2013 4:10 am wrote:
> > I don't have much trouble designing or writing scalable code - it just takes a little foresight
> > in the planning/design stages. From what I can tell, a lot of the people that post on these
> > forums are also able to do parallel programming without whining about it being too hard.
>
> RWT is not very representative; we've got lots of skilled people both posting and lurking around
> here. For most of the programmers out there parallel programming is not easy by a long shot.
I agree; but it shows that it's not something fundamentally wrong with SMT. It might be a problem with lack of skilled/trained game developers, but I doubt that too.
I find it far more likely that game developers are simply re-using existing code (e.g. game engines originally designed for single-threaded which were split into 2 or 4 threads in the simplest possible way, rather than redesigning these engines to handle "arbitrary number of threads" properly). Basically; I think the problem is a natural tendency to avoid spending money, and has nothing to do with scalable designs being too hard for game developers.
- Brendan