|
List Info
Thread: Unreal engine
|
|
| Unreal engine |

|
2007-04-12 04:12:52 |
|
Miguel
|
| Re: Unreal engine |

|
2007-04-12 05:53:56 |
|
There's a video of the talk too:
http://mirror.linux.org.au/pub/linux.conf.au/2007/video/talks/252.ogg
(It's a whopping 89 MB, but you can open the stream in e.g. VLC Media Player. It also takes him almost 3 minutes before he turns on the mike.)
I haven't watched it yet. Was the talk really 2.5 hours long?!
BR, Ulf W
2007/4/12, Miguel Rodríguez Rubinos < miguelrubinos gmail.com" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">
miguelrubinos gmail.com>:
Miguel
_______________________________________________ erlang-questions mailing list erlang-questions erlang.org" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">erlang-questions erlang.org
http://www.erlang.org/mailman/listinfo/erlang-questions
|
| Re: Unreal engine |

|
2007-04-12 09:23:14 |
"One game object per process" gets mentioned
occasionally, and I think
that's not as beautiful in practice as it sounds. Using
cooperative
multitasked actors in procedural languages like Lua or
Python or
something custom is actually a common approach in modern
games, but
the focus isn't on complete isolation of actors.
If you use shared-nothing processes, you also need to (a)
keep firing
off relevant data to somewhere else so it can be used for
rendering
and physics, (b) be able to handle state change requests
that come in
at any time (e.g., you've been hit by a car, so start
flying
backward).
Handling both of these isn't conceptually difficult, but
I've found
that writing the code in Erlang can be ugly. Not the
concurrent part,
but that actors in a game involve updating a pool of state
variables.
The best approach IMO is to write a compiler for a simple
procedural
language, one that gets turned into Erlang.
_______________________________________________
erlang-questions mailing list
erlang-questions erlang.org
http://www.erlang.org/mailman/listinfo/erlang-questions
a>
|
|
| Re: Unreal engine |

|
2007-04-12 12:11:49 |
|
I checked out the slides, but not the video.
Is the Unreal engine being written in Erlang?
|
| Fwd: Unreal engine |

|
2007-04-12 13:08:06 |
|
I keep forgetting to send from the right address. I've now updated the gmail defaults. Sorry. /UW
---------- Forwarded message ---------- From: Ulf Wiger
< ulf.wiger gmail.com">ulf.wiger gmail.com> Date: 2007-apr-12 20:06 Subject: Re: [erlang-questions] Unreal engine To: " beepblip gmail.com">beepblip gmail.com
" < beepblip gmail.com">beepblip gmail.com> Cc: Miguel Rodríguez Rubinos < miguelrubinos gmail.com">miguelrubinos gmail.com>, erlang-questions erlang.org">
erlang-questions erlang.org
2007/4/12, beepblip gmail.com" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">beepblip gmail.com
< beepblip gmail.com" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">beepblip gmail.com>:
I checked out the slides, but not the video.
Is the Unreal engine being written in Erlang? No, not as far as I could make out. The architect behind the unreal engine was quoted as saying that the current state of concurrency is becoming
"impossibly intractable", or something like that.
However, the new AI engine of Vendetta Online is being written in Erlang, as noted by Luke Gorrie in this LtU thread:
http://lambda-the-ultimate.org/node/2102
From the looks of it, Vendetta Online seems like a cool game.
http://www.vendetta-online.com/
/Ulf W
On 4/12/07,
Miguel Rodríguez Rubinos < miguelrubinos gmail.com" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">miguelrubinos gmail.com> wrote:
_______________________________________________
erlang-questions mailing list
erlang-questions erlang.org" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">erlang-questions erlang.org
http://www.erlang.org/mailman/listinfo/erlang-questions
_______________________________________________ erlang-questions mailing list erlang-questions erlang.org" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">erlang-questions erlang.org
http://www.erlang.org/mailman/listinfo/erlang-questions
|
| Re: Unreal engine |

|
2007-04-12 16:07:47 |
|
No, not as far as I could make out. The architect behind the unreal engine was quoted as saying that the current state of concurrency is becoming "impossibly intractable", or something like that.
I don't understand why everybody is just waking up to this now. I guess it is the
clock limit that we hit.
Seriously, David Patterson gave a talk at PARC about this whole topic as the next
grand challenge for computer science about 5 or 6 months ago. If you can't
trust or listen to David, who can you listen to??
cheers
|
[1-6]
|
|