Ryan // 24 years old // Programmer // Gamer // DigiPen Undergraduate
Google Go
Written by Chryan   
Friday, 13 November 2009 21:50

Over the last few days, the software development world has been buzzing with news about Google's latest experiment - the Go programming language. For those of you haven't already heard, it's Google's take on what a modern systems programming language should look like.

It's been in the open for no more than 4 days and there have been a fair number of news articles reporting on the language. After having read these articles and their entailing comment-baggage, I've concluded that a majority of the interviewees, journalists and nerd-raging commenters do not have the slightest clue as to what they're talking about when they dispense their wisdom.

I'm not an expert but I'm pretty damn sure it takes longer than 4 days to be able to accurately judge a language for its strengths and weaknesses.

Commenters and interviewees don't seem to be able to back any of their statements with relevant information or comparisons as to what's really good or bad about Go. A fair number of these folk can't even differentiate a scripting language and a systems language. We have web developers who've only dealt with the likes of Ruby, PHP and Perl, which are scripting languages by the way, never having touched a single strand of systems programming in their lives, attempting to provide 'insightful' feedback on the language.

Stating that "Oh it's nearly as fast as C!" is simply naive and demonstrates a severe lack of understanding of computer architecture. What are you comparison benchmarks for C or Go? If I run a process that spawns a thousand threads to do independent calculations in Go, how would that differ in performance if I ran a single thread in C to do the same amount of work? Do the compilers optimize for the separate system architectures?

The answer to these questions is always the same - it depends.  For example, Go implements a garbage collector, lacking any means to manipulate memory (as far as I can tell), while C requires you to specify the points of execution where memory is allocated and deallocated. Memory manipulation can cause huge performance bottlenecks issues if not done right and programmers who claim that memory efficiency isn't important, obviously don't write programs that care about squeezing the last ounce of performance from the systems. But in that case, why would you even consider using a system programming language?

Now, take Tim Burrell.

Here is a man who spent a year and a half working with the D programming language, using it to create several real-world applications, from commercial software to a thesis project. In his blog post, he discusses the pros and cons of the D language from his extensive usage and provides comprehensive facts and relevant examples as to how the language may rise or fall.

It is people like Tim who write useful frameworks and libraries that 'user' programmers will take advantage of. For the rest of us 'user' programmers, we should keep our premature evaluations of things we don't fully understand to ourselves or we'd just end up looking like fools.


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Last Updated on Friday, 13 November 2009 23:13
 
The F(ifth) Element
Written by Chryan   
Monday, 07 September 2009 18:13

I was skimming through game review articles and looking through some of the latest Modern Warfare 2 videos and screenshots. Holy schmoly that's Hollywood-realistic! Then the term 'the graphics plateau' struck my mind and I decided to Google it to see if anyone's written anything about the apex of real-time computer graphics (I just Googled for Graphics Plateau).

I came across this pretty interesting article on Gamasutra and it brought up a lot of valid points about the current state of the gaming industry. The Blu-ray format provides up to an astonishing 50GB of storage space for high-definition movies and games. Crysis is the perfect example that games can look awesome. But honestly, how much do we really care for how realistic the game looks? I found Crysis increasingly dull as I progressed and didn't feel compelled to even complete (let alone replay it and try different attack points).

In fact, most of my memorable game experiences come from games which don't sport super-high-definition-uberleet graphics but from simpler games that dared to step off the edge of market-safety. These games innovated.

Now, when I speak of innovation, not just about the gameplay. When I completed the various Space Quest games, I was so thoroughly entertained by the humour Mark Crowe and Scott Murphy injected into the characters and dialogue. Not forgetting Al Lowe's hilarious Freddy Pharkas - Frontier Pharmacist and Leisure Suit Larry (not the uninteresting crappy new games, mind you). When I played Herzog Zwei, the action-strategy elements were thrilling as hell. I still regard it as one of the best strategy games I've ever played.

The older games were made in a time when there were no statistics about 'your market audience' or any supposed rules for making your game fun (there still aren't any!). It was a time when developers focused on the most important element: Fun.

Fun is not to be mistaken with that bogus farce that developers with heads up their asses talk about when they try to promote their ideals. I'm referring to that tingling sensation at the back of your head you feel when you pull off the perfect headshot. It's that 'one more turn' effect after 5 hours of Civilization. It's that 'oomph' sensation while smacking up the bad guys in Batman. It's that calming aura that envelopes you as you control the wind in Flower. It's that evil glee you get when you blow up the scientists in 'Splosion Man. It's that tiny laughter in your head  when you stick a giant earpick into a monkey's head in Monkey Island.

The big players in the industry are trying so hard to find the 'effective formula' for award-winning games but fail to understand the missing human element in their flawed strategies. It's not about the graphics, accurate rag-doll physics (although it is fun to kick and throw bodies around), 100 different buttons for 'customizability', massive social networks or cutting edge micro-transaction models. It is the unpredictable experiences that intrigue us. Keep it fresh and simple, we'll keep coming back for more.

I'd like to leave you guys with a little ballad from Al Lowe, which he wrote and sang for Freddy Pharkas. How cool is it to be able to write and sing your own intro song?


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Last Updated on Monday, 07 September 2009 19:55
 
while( slowInternet ) { bangHead(); }
Written by Chryan   
Wednesday, 12 August 2009 16:45

Cables have been cut due to the Taiwan typhoon causing the internet to slow to a crawl.
This site's being hosted on a server in the US so updating took a little longer than expected.

In other news, the Chewable framework version 0.1.0 is complete and ready for use! Get it at the project page!
I will be spending the next few weeks working on a 2D game engine, tentatively called Tasty, using the Chewable framework as the base.
The engine will be used for my next semester's game project so expect some awesome games comin' up.

The Google code site will be updated soon as well... Hopefully including fancy graphics to attract all you aesthetic fanatics.

Speaking of which, I need to come up with a new logo for Chewable...
This was the original design for Chewable Studios:

chewablelogo

And this was the planned revamped design, which never took off:

Chewable

 


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Last Updated on Wednesday, 12 August 2009 21:18
 
Chewable & Spotify
Written by Chryan   
Sunday, 09 August 2009 01:05

The past few days of my time have been focused on completing the Chewable framework.

A lot of features have gone in since my last blog update and it's a very usable framework in its current state so do check it out!
I will also be working on adding more content to the Google code project page (documentation, instructions etc).

On a side note, I've just started using Spotify which is probably the best desktop music player I have ever used
and it seems I'm not the only one with that opinion.
You can check out the infomercial here:


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Last Updated on Sunday, 09 August 2009 01:31
 
Projects Update
Written by Chryan   
Tuesday, 28 July 2009 12:44

So I spent my day yesterday redesigning the site and putting everything together nicely.

My last semester's game project is now up on the projects page.
Gotta find another person to play with though... It's nice to watch the intro screen if nothing else heh.

imatrix-showcase

 


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Last Updated on Tuesday, 28 July 2009 15:22
 
Internship Over!
Written by Chryan   
Sunday, 26 July 2009 20:20


My short 2 month+ internship is over! I had a great experience working with highly-talented and passionate folk over at Ubisoft! Nothing beats working in the industry and learning from the best :).

Now that I've got a month left to go before my next semester starts, I'll be spending this time to do some cleaning up and rewriting for the Blob framework. I've already created a Google Code project for it and renamed it to the Chewable Framework. It's licensed under the Apache 2.0 license so you can use it for whatever you want.

I'll be posting on this blog a little more often during this period so expect more regular updates. Oh, and I'll also finally get around to putting up my last semester's project! Stay tuned!

theteam


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Last Updated on Sunday, 09 August 2009 01:32
 
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