On 5/8/13 6:53 AM, "Geoff Jacobs" <[email protected]> wrote:

>On 05/08/2013 05:08 AM, Vincent Diepeveen wrote:
>> I'd prefer 1 module of 4Ghz. At the CPU there runs a lot of stuff for
>> a game. Important is the script/scenario.
>> That's all scripts usually or interpreters that figure out what to do
>> next and it's usually completely sequential code.
>
>The fact that this is often written in a scripting language, such as
>Lua, leads me to believe it's not a performance bottleneck.
>
Interesting..

Yes.. I can see that the game action (at a high level) is not particularly
computationally intensive.  After all, you're basically responding to
keystrokes, and those are probably 10s if not 100s of milliseconds apart.

The challenge is in having fast loading of large image databases to pull
from and render.  The engine, I'm sure, does the texture mapping onto
surfaces  and it does the 3d geometry calculations.  But something has to
say "here's the set of polygons/surfaces to render, here's the textures to
map", and go fetch those.


>

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