Title: Simple Sabotage Field Manual Author: Strategic Services Office of Strategic Services
Programming Languages Panel | |
September 20, 2011 | |
StrangeLoop | |
St. Louis, Missouri | |
Members: | |
Dean Wampler: Moderator | |
Rich Hickey: Clojure | |
Jeremy Ashkenas: CoffeeScript, NY Times | |
Dr. Gerald Sussman: MIT Prof, SICP |
List of intended memory-management policies (note: the actual policies are below, after both kinds of modifiers):
structure modifiers:
- relative - own address is added to make effective pointer. Useful for
realloc
andmemcpy
, as well as shared memory. - middle_pointer - actually points to the middle of an object, with a known way to find the start
- note particularly how this interacts with subclasses. Possibly that should be the only way to create such a pointer? It isn't too crazy to synthesize a subclass just for the CowString trick ...
- (other arithmetic tricks possible: base+scale+offset, with each of these possibly hard-coded (which requires that there be multiple copies of some ownership policies! we can't just use an enum) or possibly embedded)
- (but what about "object is stored in a file too large to mmap" and such? Or should those only satisfy "ChunkyRandomIterator" concept?)
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d