524 karma · joined July 19, 2019
Socials: - github.com/ookami125
Interests: Gaming, Open Source, Programming
---
Email: TylerLGPeterson@gmail.com
Discord: cieric
Kind of do a little bit of everything, but like staying low level if possible.
Edit: After some reading on the github page, it seems they are translating it to c++ instead of using llvm directly, but the original idea still holds. They aren't decompiling it to c++ that looks like original source code, it more like they're converting it to c++ that emulates the processor and gets statically compiled.
So it's not really just a drop and go replacement like it sounds like it'd be, but it has so far enabled the recompilation of multiple n64 games. This seems like an extension into the ps2 space.
Side note: The ps2 is a 32bit console with a 64bit alu (and some 128bit simd)[1]. So a lot of the weird tricks from the 8bit days weren't really used here. Not that there aren't weird tricks, just things like using undocumented instructions and racing the beam are less prevalent. I could be wrong here, I was growing up at this time not making games. All of this is just from research I've done in the past. Someone feel free to correct me if I'm wrong.
[1] https://en.wikipedia.org/wiki/PlayStation_2_technical_specif...
At this point however I don't really like the way zig is going. So I won't really advocate for zig at this point, but I can say when I first started using it, it was fun and I could just write code that worked.
They've recently fallen into the trap of the wrong whitespace will now error compilation, which has effected me directly.
All the none blocking IO was stuck behind async, which when I was trying to use it it literally didn't exist (this might have changed in 0.15 from the videos I've seen, but all my code fails to compile now do to the former issue with whitespace).
I might come back at Zig 1.0 as long as some of the stupid decisions can be reverted or worked around in some way I find acceptable, otherwise I might just fork it myself to fix it so I can still have some fun with the language.
Can you provide a reference for this? I work in the GPU driver space (not on either of these apis), but from my understanding Vulkan wasn't meant to replace OpenGL, it was only introduced to give developers the chance at getting lower level in the hardware (still agnostic from the hardware, at least compared to compiling PTX/CUDA or against AMD's PAL directly, many still think they failed.) I would still highly advocate for developers using OpenGL or dx11 if their game/software doesn't need the capabilities of Vulkan or dx12. And even if you did, you might be able to get away with interop and do small parts with the lower api and leave everything else in the higher api.
I will admit I don't like the trend of all the fancy new features only getting introduced into Vulkan and dx12, but I'm not sure how to change that trend.
But no, the 2 old amd gpus I have just don't show up at all in lspci, testing the RTX 2080 and RX 7800 both did show up though.
I do think it's possible they put more money/talent onto the problem after it happened though.