I think that porting to a new hardware platform would imply a rewrite of the relevant asm code anyway.<br><br><div><span class="gmail_quote">On 1/19/07, <b class="gmail_sendername">ewe2</b> <<a href="mailto:ewetoo@gmail.com">
ewetoo@gmail.com</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">On 1/20/07, Neil Toronto <<a href="mailto:ntoronto@cs.byu.edu">
ntoronto@cs.byu.edu</a>> wrote:<br>> I like to browse through Carmack's Slashdot posts every once in a while.<br>> I found this today:<br>><br>> "Anyone working on the Q3 codebase today should just delete all the asm
<br>> code and use the C implementations. Making a commercial game with fairly<br>> high end requirements go 10% faster is sometimes worth writing some asm<br>> code, but years later when the frame rate pressure is essentially gone,
<br>> the asm code should just be dumped in the name of maintainability. All<br>> the comments in the world wouldn't change this decision a bit."<br><br>and then the code rots and noone can port the game to a new platform
<br>that needs that efficiency? Sometimes that's just as important as<br>easily-maintained code.<br><br>--<br>Emacs vs. Vi flamewars are a pointless waste of time. Vi is the best<br></blockquote></div><br><br clear="all">
<br>-- <br>-MercyKiller<br>================<br><a href="http://lms.d3files.com">http://lms.d3files.com</a><br><a href="http://www.debian.org">http://www.debian.org</a>