[erlang-questions] Re: Erlang: Who uses it for games?
David Sergey
nirth.furzahad@REDACTED
Mon Feb 7 16:57:44 CET 2011
I'm working to on Agent-Oriented AI for PS3 game.
On 7 Feb 2011, at 17:27, Joe Armstrong wrote:
> On Thu, Jul 8, 2010 at 9:54 AM, ingo.schramm <schramm.ingo@REDACTED>wrote:
>
>> Great! So many Erlang gamers out there!
>>
>> Somebody told me, a Battlestar Galactica browser game is backed up by
>> an Erlang engine.
>>
>>
> There's a article about this here:
>
> http://www.theregister.co.uk/2011/02/05/battlestar_galactica_mmp/
>
>
> /Joe
>
>
> On Jul 8, 2:05 am, "Richard O'Keefe" <o...@REDACTED> wrote:
>>> On Jul 8, 2010, at 4:27 AM, Nicholas Frechette wrote:
>>>
>>>> hand optimize code which will require C++/assembly) and not so much
>>>> on the
>>>> PS3 where you may get a hard time using the SPUs from erlang (as I'm
>>>> guessing the VM won't run on them out of the box and you might have
>>>> to spend
>>>> considerable time to get erlang processes to run on SPUs (feasible I'm
>>>> sure)).
>>>
>>> It's not clear that it _is_ feasible in any interesting sense.
>>> The SPUs are essentially numeric vector engines. They have 128
>>> registers, each 128 bits wide; loads are only 128 bits (16 bytes)
>>> and stores are only 128 bits (16 bytes). Memory is byte addressed
>>> and addresses are 32 bits, but the 2009 manual talks about 256 kB.
>>>
>>> One could imagine SPU _nodes_ doing vector crunching that Erlang
>>> processes running on the PPU communicated with as if Erlang. But
>>> Erlang would not be the language of choice for programming SPUs.
>>> (An APL dialect would be ideal, or Fortran 95.)
>>>
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>>
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