on first blush
Freudian slip?
on first blush
I was waiting for someone to point this out.For a technical forum, there certainly is a lot of unabashed sexism present in this thread and very little in the way of technical analysis.
Wouldn't geometric algorithms be computational geometry? (Point location, triangulation, convex hull etc? And, well, a ton of stuff people use but categorize as '3d algorithms'.)
I seem to remember that computational geometry problems often weren't that complex, computation-wise (or space-wise, for the search algorithms). Our professor joked when he was showing us an NP-hard problem in CG that he was doing so just so we wouldn't think that everything in computational geometry could be solved in O(nlogn).
Though I have no idea about the datasets she's dealing with.
Freudian slip?
Please listen to and watch my interview on Xbox Live Inside Xbox tomorrow December 8th, 2009. Only 3 minutes so no worries not 40 mins.
Especially when applied to games complexity is a red-herring. You may have a multitude of n log n algorithms but when you have to hit 16 or even 33 ms they may not be fast enough. OTOH, algorithms don't have to be correct as long as the artefacts are manifested visually and are under a commonly accepted (quality) threshold.
Corrinne Yu - Principal Engine Architect, Halo Team Microsoft: Part One
Questions in the interview.
Corrinne Yu stops by the Channel 9 Studio once again to answer your questions. We split this interview into Two Parts because we talked for well over an hour and a half. Some of your questions she answers in Part One include:
Intelman: What are her thoughts on PC gaming? What does she think about the future of console gaming?
Intelman: If she could reconstruct gaming how would she do it? Would there still be separate consoles, separate developing platforms or would she like it unified?
Intelman: I’d like to know where she see’s game programming going forward and by proxy Direct X/Open GL as well as programming languages?
W3bbo: It’s been over seven years now, what do you and your development team think about focusing and developing a single engine (from a technical perspective) over such a long period of time as opposed to having broader interests and IPs as other companies have done like Blizzard and EA’s SAGE?
Spivonious: With the current push for 3D on TVs, are game developers once again looking at 3D? I remember shutter glasses back in the mid 90s but they never really caught on. Or is this more a driver issue?
ZippyV: Does she work together with other big people in the gaming world like John Carmack and Tim Sweeney?
CreamFilling512: The Xbox 360 will be 5 years old soon, how much further can graphics be pushed on the console? Can we still expect to see new rendering techniques implemented, or is it starting to show its age?
http://channel9.msdn.com/shows/Insi...ngine-Architect-Halo-Team-Microsoft-Part-One/
Interesting. In response to Creamfilling's question, she seems to express a bit of frustration, saying that the 360 is so easy to program for, it seems devs often dont even bother trying to push it. Also, she said some stuff about they should use the VMX units more, over my head
Interesting. In response to Creamfilling's question, she seems to express a bit of frustration, saying that the 360 is so easy to program for, it seems devs often dont even bother trying to push it. Also, she said some stuff about they should use the VMX units more, over my head
At least in the interim, she seems to advocate a "job queue" progamming model similar to what PS3 devs are doing, or did I totally misunderstand what she was talking about?