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8:35:18
Shinmera
Woo, got a complete, working implementation of geometry clipmaps in my Lisp game engine! https://www.youtube.com/watch?v=_qAARn1nOSw
8:48:54
Shinmera
And by the way, my engine uses CLOS all over the place, and pays practically no attention to consing or anything, and it still runs just fine for pretty much everything I've done so far.
8:50:16
Shinmera
Just to give a counterpoint to all the games people (even in here) that constantly brag about how optimised their stuff is.
8:52:03
Shinmera
It has been an issue for me in some cases, like real time audio processing, but most of the time it has not impacted me at all.
8:54:21
Shinmera
Sample conversion and interpolation, various effects and mixing of multiple channels, etc.
8:59:59
dim
I think it boils down to not using generic function in your inner-loops processing, at least that's what I do in pgloader
9:00:39
dim
I mean I use them extensively for preparing the catalogs and all, and not at all when actually reading and re-formating and writing bytes over the network
9:01:42
Shinmera
For my game engine I use GFs in the main draw and update steps all over. It's fine.
9:03:10
shka_
i am under impression that notion about performance of GF is not relevant with current hardware
9:03:29
Shinmera
It depends on the workload. There's definitely overhead and that can be enough to matter
9:03:58
jackdaniel
if you process (say) images, you have loops going over each pixel, so even if gf gives you 1ms, you lose 1s etc
9:07:59
jackdaniel
I don't know what's that supposed to mean: you start to implement fast methods only after you prove that you wrote a complete application which is painfully slow?
9:09:54
shka_
I mean: write prototype, benchmark it. Don't attempt to perform microbenchmarks because results are misleading
9:14:31
heisig
Oh, microbenchmarks can be quite enlightening. Otherwise I wouldn't have figured out that if you do certain MOP things (e.g., calling ADD-METHOD yourself) SBCL switches from fast methods to slow methods.
9:15:09
heisig
That can be an order of magnitude slower. Of course, whether that matters depends on your application.
11:56:13
dim
I can find https://github.com/haskell-lisp/yale-haskell which seems to be a project from 26 years ago
11:57:54
LdBeth
yes. many haskell implementations are deprecated. and i can't find one can be compiled without GHC
12:01:27
LdBeth
beach: it's a compatblity layer made by wrapping a few CL utils and write the rest of world in Scheme style
12:46:03
smokeink
does this look like the proper way to delete an object from the manardb database? http://pastecode.ru/944ee43/