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Black Triangles (2014)

rampantgames.com

1–10 of 79 posts

Re: Black Triangles (2014)

#4
I appreciate the concept, I had my own black triangle recently when I finished writing my own implementation of an adaptive radix tree that is highly concurrent and keeps hot paths in an LRU and loads everything else from disk.

Now when I circle back to my full text search extension for Postgres I can do so knowing I can replace my naive inverted index with something that gives like a 10% performance gain but more importantly significantly reduced and CONSTANT memory profile.

On it's own however, it doesn't seem to do much and unless you're in the space you won't appreciate why this is an interesting implementation.

Re: Black Triangles (2014)

#6
It helps to know that under the hood almost every serious game is a complete more-or-less real time operating system with its own IO, scheduler, memory management and various sub-processes relating to output generation and so on.

It was only after I wrote a couple of games that I realized that extracting this OS component would be worth the effort and after that making new games went substantially quicker.

Re: Black Triangles (2014)

#7

I appreciate the concept, I had my own black triangle recently when I finished writing my own implementation of an adaptive radix tree that is highly concurrent and keeps hot paths in an LRU and loads everything else from disk. Now when I circle back to my full text search extension for Postgres I can do so knowing I can replace my naive inverted index with something that gives like a 10% performance gain but more im…

I like such projects. They're the programming equivalent of making jewelry. Is your code public?

Re: Black Triangles (2014)

#8
The black triangles are also a lot more fulfilling than other problems. When you get the foundation of your project finished, it feels so good. And you know that you can start doing the fun stuff with relative ease now that the hard part is over.

Re: Black Triangles (2014)

#10
post #6

It helps to know that under the hood almost every serious game is a complete more-or-less real time operating system with its own IO, scheduler, memory management and various sub-processes relating to output generation and so on. It was only after I wrote a couple of games that I realized that extracting this OS component would be worth the effort and after that making new games went substantially quicker.

I don't consider it an OS if it needs an OS to run. Something like a "Ship can carry a boat, boat can't carry a ship" rule.
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