PS3 Mahjong
There's a nice summary of PS3 mahjong games on Hardcore Gaming 101. He includes some helpful links to translation guides.
Labels: games, mahjong, ps3, video games
An American, formerly based in Taipei, writes about Taiwan, the Chinese language, and video games.
There's a nice summary of PS3 mahjong games on Hardcore Gaming 101. He includes some helpful links to translation guides.
Labels: games, mahjong, ps3, video games
Over the last year Sony's Computer Entertainment division has taken a severe beating in the media and on internet forums. Some of the negative press was surely deserved, the launch of the Playstation 3 was delayed by 6 months after all -- even more for Europeans -- and when it did finally arrive it was with an almost unprecendented price tag. Disappointed consumers aside, the ridiculous magnitude of Sony's PR nightmare really strikes me as irrational, a groupthink wagon train of a scale that could never have existed in the pre-Web 2.0 era. Why does everyone suddenly hate Sony? When did Sony become the new Microsoft?
Labels: ps3, video games
There's been a lot of debate on gaming websites over the technology behind the next gen consoles, specifically the PS3 and the Xbox 360. The general consensus, which is reflected in this recent post on kotaku.com, is that the PS3 is possibly more powerful, but dramatically harder to program for due to the idiosyncrasies of the PS3's Cell processor. By far the most damaging claims against Cell are those made by John Carmack, programming god(I don't dispute that, by the way). While I don't have any experience developing console games(I am a programmer though, so I have some qualifications), I'd still like to talk a bit about why I'm a lot more excited about the PS3 than the 360.
The reason for this radical change is that memory latency, measured in processor cycles, has gone up several hundredfold in the last 20 years. The result is that application performance is, in most cases, limited by memory latency rather than by peak compute capability or peak bandwidth. When a sequential program on a conventional architecture performs a load instruction that misses in the caches, program execution now comes to a halt for several hundred cycles. Compared to this penalty, the few cycles it takes to set up a DMA transfer for an SPE is quite small. Conventional processors, even with deep and costly speculation, manage to get, at best, a handful of independent memory accesses in flight. The result can be compared to a bucket brigade in which a hundred people are required to cover the distance to the water needed to put the fire out, but only a few buckets are available. In contrast, the explicit DMA model allows each SPE to have many concurrent memory accesses in flight, without the need for speculation(CBET; 14).The Cell Broadband Engine Tutorial mentions seven possible programming models for Cell. To illustrate Cell's flexibility, I'm going to briefly discuss three of them here:
Labels: ps3, video games