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Latency Comparison Numbers (~2012) | |
---------------------------------- | |
L1 cache reference 0.5 ns | |
Branch mispredict 5 ns | |
L2 cache reference 7 ns 14x L1 cache | |
Mutex lock/unlock 25 ns | |
Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
Compress 1K bytes with Zippy 3,000 ns 3 us | |
Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
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; -> ->> -<> -<>> for S7 Scheme | |
; inspired by https://github.com/nightfly19/cl-arrows and https://github.com/rplevy/swiss-arrows | |
(require stuff.scm) | |
; using: any? while | |
; replace those with your favorite scheme alternatives | |
; direct translation from https://github.com/nightfly19/cl-arrows | |
(define (arrow-proto handler initial-form forms) | |
(let ((output-form initial-form) |
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{-# LANGUAGE RecordWildCards, Arrows #-} | |
import Numeric | |
import Data.Char | |
import Control.Monad | |
import Data.Monoid ((<>)) | |
import Data.List (nub, sort, reverse) | |
data RepeatBounds = RB |
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