I had already spent a few years writing fragment shaders, OpenGL, and CPU vector extension code for 2D graphics acceleration, so I thought I’d have a pretty good handle on how to approach this new model of parallel programming. But trying to do anything with the SDK was just a pain. There were separate incompatible gcc toolchains for the different cores, separate vector extensions, a myriad of programming models with no clear guidance on anything… And the non-gcc tools were some hideous pile of Tcl/TK GUI scripts with a hundred buttons on the screen.
It really made me appreciate how good I’d had it with Xcode and Visual Studio. I gave up on Cell after a day.