half datatype?
Jacob Carlborg
doob at me.com
Mon Nov 19 23:41:10 PST 2012
On 2012-11-20 01:45, Manu wrote:
> On 19 November 2012 22:28, Rob T <rob at ucora.com <mailto:rob at ucora.com>>
> wrote:
>
> On Monday, 19 November 2012 at 19:14:43 UTC, Jonathan M Davis wrote:
>
> I'd never even _heard_ of half types before this discussion came
> up. But then
> again, the same goes for SIMD. And IIRC, there was some sort of
> function
> attribute relating to pointers and registers that you or some
> other gaming
> person was insisting on a while back, and I'd never heard of it
> existing in
> C++ either (as an extension or otherwise). You clearly program
> in a very
> different world than I do. I care about high performance in what
> I do but
> nothing on _that_ level. I suspect that this is another one of
> those things
> that certain folks would really like to have, and most of the
> rest of us don't
> have any real interest in and often know nothing about in the
> first place. I
> don't know that I really care whether it's added to the language
> though. I'll
> leave that sort of decision up to Walter.
>
> If anything, I just find it interesting how many low level
> things folks like
> you keep coming up with as must-haves or very strong wants that
> I've never
> even heard of and will almost certainly never care about aside
> perhaps from
> how having them in D might help D catch on.
>
> - Jonathan M Davis
>
>
> Anyone interested in the low precision float types, and what they
> are good for, can start here
> http://www.opengl.org/wiki/__Small_Float_Formats
> <http://www.opengl.org/wiki/Small_Float_Formats>
>
> I did not read through all of this thread, but my guess is that the
> people making the request for half float are mostly into game
> development and image processing.
>
> When I first started investigating D as a potential C++ replacement,
> I noted that a lot of the "visible" development (what I could see
> being publicized) was game development, so it seemed that for some
> reason a lot of the D users were also game developers, so there's
> perhaps something about D that they find attractive.
>
>
> I've said it before, but I think D has MASSIVE potential in gaming. We
> are an industry crying our for salvation from C++, but there's no
> possibility to compromise on the level of access it provides us to the
> hardware we work with.
> D is the only language I know of that seriously threatens to offer
> modern programming constructs, while still providing a syntax and
> compiler technology that I can easily understand in terms of code
> generation and can hit the metal when I need to.
>
> Additionally, most games programmers have very long-term relationships
> with C++ almost exclusively, so despite hating it, moving to something
> utterly different like rust or whatever cool thing comes along will just
> never fly. You'll never convince a team of 10-30 programmers to agree on
> such a change all at once, and re-training staff in something so foreign
> would never be economical.
> D is again particularly interesting here because it's enough like C++
> and C# that programmers feel immediately comfortable and somewhat
> liberated, but not threatened. Also, in a lot of cases, the changes to D
> are relatively intuitive. The things you expect should work, often just
> do... but there are still lots of rough edges too.
>
> Gaming is a very demanding and progressive field of software, but also
> very backwards at the same time. It's a sort of unity between many
> disciplines, and it all comes together under a performance critical and
> usually embedded umbrella, in a highly competitive and fickle industry.
> You can't tell the customer to upgrade their hardware when it needs to
> run on a console with an ~8 year lifecycle. As a (tech/engine)
> programmer, if you don't scrutinise the code generation, calling
> conventions, memory access patterns, data layout and sizes, the
> competition will, and their product will appear superior. Towards the
> end of that 8 year cycle, programmers are REALLY squeezing these
> machines. If the language doesn't support that, then you can't compete
> anymore, hence we remain stuck on C++ (and there are many instances
> where the industry is reverting to C because C++ is a bloaty pig).
>
> Why game devs are interested so much in D is interesting considering
> the GC is noted to be a problem for game devs. The work of H. S.
> Teoh comes to mind with his work on a game engine, that pushed the
> limits of the GC and std lib.
>
>
> I'll admit this is my biggest fear hands down!
> That said, D is the only GC based language I know if where the GC is
> relatively optional. This allows us to hedge our bets, and ease in to it
> slowly as we gain confidence and understanding of how it behaves.
> I don't yet have much confidence in the GC, and generally avoid using
> it. I only use it for short term allocations, or non-critical-loop work
> which often only survive for the scope of the function.
Someone has created GC free versions of Phobos and druntime:
http://3d.benjamin-thaut.de/?p=20#more-20
Was posted here:
http://forum.dlang.org/thread/k27bh7$t7f$1@digitalmars.com
--
/Jacob Carlborg
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