lritter,
@lritter@mastodon.gamedev.place avatar

if a novice programmer can code something that runs in a safe language, then an experienced programmer can translate this program to optimized, high-performance semantics.

i theorize that the experienced programmer's job can be sufficiently automated, provided that we control the novice's language, without requiring silly differentiable algorithms.

morten_skaaning,
@morten_skaaning@mastodon.gamedev.place avatar

@lritter the class of systems that are safe, but also slow, is very large. Safe and sloppy can also be at odds: What happens when the runtime runs out of memory. If it's a distributed system, what happens when execution time approaches network timeout?

If the safe language can put hard bounds on mem and cpu time, it seems you've taken a big step in optimizing.

lritter,
@lritter@mastodon.gamedev.place avatar

@morten_skaaning you got it. pretending resources are unlimited is silly anyway.

it would btw be really cool to be able see in the source editor what the cost of each line is, as you write it.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@lritter @morten_skaaning really cool but I'd likely never get anything done, I OBSESS about performance and size enough as it is that I constantly have to stop myself from over-optimizing, having to wait to profile the program until I'm actually running and testing it is...probably for the best.

lritter,
@lritter@mastodon.gamedev.place avatar

@raptor85 @morten_skaaning i'd argue that it teaches you something for a while - eventually you'll run out of new things to learn, having adopted a set of best practices. then you see the cost "blind" if you will

raptor85,
@raptor85@mastodon.gamedev.place avatar

@lritter @morten_skaaning to a point, but I know myself, I'll see that number, then keep re-implementing over and over to get it lower, and before you know it I've re-implemented parts of the standard library and am knee deep in asm blocks full of extended instructions and re-ordering everything to maximize the efficiency of keeping data in registers instead of on the heap....

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@raptor85 @lritter @morten_skaaning
.. and then you run that on different CPU (vendor/generation, not even arch) and realize that you'd have to optimize differently to make it run optimally there :-p

lritter,
@lritter@mastodon.gamedev.place avatar
raptor85,
@raptor85@mastodon.gamedev.place avatar

@Doomed_Daniel @lritter @morten_skaaning s/realize that you'd have to/look forward to

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