GPU/CPU roadmaps
Jeremie Pelletier
jeremiep at gmail.com
Mon Aug 10 21:37:46 PDT 2009
davidl Wrote:
> ÔÚ Tue, 11 Aug 2009 08:54:07 +0800£¬bearophile <bearophileHUGS at lycos.com>
> дµÀ:
>
> > D2/D3 may become a good language to create video games, this is a new
> > interesting document that shows some of the things D2 users may want to
> > use it for:
> > http://graphics.cs.williams.edu/archive/SweeneyHPG2009/TimHPG2009.pdf
> >
> > I don't know how D2 can adapt itself to help in such regards.
> >
> > Bye,
> > bearophile
>
> At the first sight, I thought that guy were insane to abandon the merit of
> current GPU computing. Then, when I went through the slice of productivity
> is vital. I think I'm completely convinced by this exact point.
> GPU programming and blending into games is pretty specialized skill for
> programmers. Maybe 1 of 1000 programmers has this skill. And maybe 1 of 2
> has the sufficient knowledge to handle it well.
> I would expect an easier development model.
>
> --
> ʹÓà Opera ¸ïÃüÐԵĵç×ÓÓʼþ¿Í»§³ÌÐò: http://www.opera.com/mail/
Sweeney makes some strong points in his presentation, it's true that the line between CPU and GPU is growing thinner and thinner, and GPU programming is not the easiest thing to learn. I had an easier time learning ASM than I did learning the GPU pipeline in OpenGL heh. However it's just like everything else, its much harder to learn it than to use it once you get the hang of it.
The D language definitely has what it takes to fully exploit the concepts of this presentation, most of what he mentions about the language and compiler are either already covered by D or are being talked about.
I wouldn't be surprised to see major games releases built in D in a few years.
More information about the Digitalmars-d
mailing list