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Nope, I'm 100% sure this is not going to happen since heuristics "guess" and in such cases only very few tricks work. Such memory hacks are applied across large sections of code and reflect in the design of the code itself. As good as compilers are they can not replace a human brain. As somebody once said so well: "The best optimizer is sitting between your ears".
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Originally posted by Dragonlord View PostThat's not the problem. It's about juggling memory around in a specific way as well as totally going beyond calling functions doing nifty memory hacks. I for example need those to get the performance I need to do the high end stuff I have working right now. These kind of memory tricks are simply impossible in a JITed or interprated language. Hence a JITed language can not ( by design ) ever do such things.
Ok, so that kind of stuff is probably a long ways away, but I wouldn't be surprised to see it happen eventually. Think how far things have progressed in the last 20 years for comparison.
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That's not the problem. It's about juggling memory around in a specific way as well as totally going beyond calling functions doing nifty memory hacks. I for example need those to get the performance I need to do the high end stuff I have working right now. These kind of memory tricks are simply impossible in a JITed or interprated language. Hence a JITed language can not ( by design ) ever do such things.
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Originally posted by Dragonlord View PostJITed languages can not do such things since they are limited to a certain memory model which gets in the way. That's the main reason why no JITed language can outperform a properly written engine in a C++ language.
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This is true but the problem with JITed language is that they lack the power given by a machine near language like C++. I'm 100% sure that nobody could write my engine ( or any other high performance next generation engine ) using a JITed language with a similar or better performance. I noticed it more than once that doing memory hacks increased performance by a great deal especially in graphics rendering where raw firepower counts. JITed languages can not do such things since they are limited to a certain memory model which gets in the way. That's the main reason why no JITed language can outperform a properly written engine in a C++ language.
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Originally posted by Dragonlord View PostMaybe this is because I dislike web2 stuff but the power of a web app is that it is a "thin" client. All you mention here are requirements of a "thick" client. So why torture a browser with thick client tasks if a real client can do it much better? It's the same crap I fight against with programming languages. People tend to torture languages into doing things they are not designed for to begin with which is bad. There's for a reason the saying "use the right tool for the right task" or "use the right language for the right task". Browsers are for thin clients not for thick clients. It's not the right thing to do.
Interpreted/JITed languages also have the advantage of instant multi-platformness, which is something I like even more.
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Maybe this is because I dislike web2 stuff but the power of a web app is that it is a "thin" client. All you mention here are requirements of a "thick" client. So why torture a browser with thick client tasks if a real client can do it much better? It's the same crap I fight against with programming languages. People tend to torture languages into doing things they are not designed for to begin with which is bad. There's for a reason the saying "use the right tool for the right task" or "use the right language for the right task". Browsers are for thin clients not for thick clients. It's not the right thing to do.
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Originally posted by Dragonlord View PostQuake 2 is rather old and works different in the inside than a current generation engine. And a good webapp does not require data storage.
A good webapp may very well require data storage for some functionality. Quake Live is one example of a web app that needs a lot of data all the time. A webmail app with an offline function is another. Any app that wants to offload network capacity is a third. The Canvas element makes it possible to create web-based photo editing software. I'm pretty sure such an application will want to have data storage for brushes, history, and layers.
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Quake 2 is rather old and works different in the inside than a current generation engine. And a good webapp does not require data storage.
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Originally posted by Dragonlord View PostThe specs maybe yes but not the browser. To use hardware to the max you need some heavy CPU processing. JS is not going to provide that. Furthermore you need quite some media data around too. Sending 1GB of game data over the wire each time you want to play? That's ouch. You could cache it but then again you need an extra plugin which brings us back to the question why bother in the first place.
Caching of data can be done with HTML 5's new offline data storage spec. You can't have any decent webapp without data storage.
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