Quote:Famous last words
Yeah, I hear you.
It does have a few things going for it. To PS2 engine programmers, it should look pretty familiar. To PC programmers, it's probably like a bad dream :) But IBM is heavily invested in Cell, and their big payback isn't the PS3 but in supercomputers, servers, render farms, research programs... and they have a big interest in teaching the programming public as much as possible.
IBM has a bunch of
very informative articles about cell, along with a full system
simulator, so that people who don't have the processor yet can start writing code.
Quote:Non-static geometry would be cool though. Like in the old all-CPU games. But then again, DX10 has been specifically designed for that
I'm not sure what support DX10 has, but I'm sure it's still a one-way street. With Cell, instead of the huge bulk of processing power being used to generate an image, it can be used to generate the game. Besides rigid-body physics, you could use it to do more proximity queries, line-of-sight tests, real-time terrain erosion, cloth, water, swaying trees, particles that collide and iteract, better pathfinding, animating raytraced sky textures, simply put-- anything. The computation feeds back into the game.
And each of those individual things may seem trivial, but combine them... proximity queries, LoS, and pathfinding, and suddenly you have a way smarter AI that has the cycles to evaluate the terrain, run back and duck behind a tree for cover. Or twenty of them in a team. Communicating. Each aware of everything around. Believe it or not, but most AI cycles are spent just in evaluating what's around rather than figuring out what to do next!
And, (my original point) the only way to get all this is with lots of super-fast memory and huge bandwidth. Just adding more cores or increasing Ghz is like upping the speed limit on a road that has a stop sign at every block.
[Edited by - ajas95 on January 2, 2006 3:30:03 AM]