[quake3] John Carmack on ASM code

Stephen Youts lmsmercykiller at gmail.com
Fri Jan 19 20:06:29 EST 2007


I think that porting to a new hardware platform would imply a rewrite of the
relevant asm code anyway.

On 1/19/07, ewe2 <ewetoo at gmail.com> wrote:
>
> On 1/20/07, Neil Toronto <ntoronto at cs.byu.edu> wrote:
> > I like to browse through Carmack's Slashdot posts every once in a while.
> > I found this today:
> >
> > "Anyone working on the Q3 codebase today should just delete all the asm
> > code and use the C implementations. Making a commercial game with fairly
> > high end requirements go 10% faster is sometimes worth writing some asm
> > code, but years later when the frame rate pressure is essentially gone,
> > the asm code should just be dumped in the name of maintainability. All
> > the comments in the world wouldn't change this decision a bit."
>
> and then the code rots and noone can port the game to a new platform
> that needs that efficiency? Sometimes that's just as important as
> easily-maintained code.
>
> --
> Emacs vs. Vi flamewars are a pointless waste of time. Vi is the best
>



-- 
-MercyKiller
================
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