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by saagarjha
637 days ago
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When working on GPU code there’s really two parts to it, I feel. One is “how do I even write code for the GPU” which this tutorial seems to cover but there’s a second part which is “how do I write good code for the GPU” which seems like it would need another resource or expansion to this one. |
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1. instead of buildings, IP cores doing processing steps;
2. instead of belts, wires — which take up far less than one tile, so many can run together along one tile and many can connect to a single IP core; where each wire can move its contents at arbitrary speed (including "stopped") — but where this will have a power-use cost proportional to the wire's speed;
3. an overall goal of optimizing for rocket launches per second per power-usage watt. (Which should overall require minimizing the amount of stuff moving around across the whole base, avoiding pipeline stalls; doing as much parallel batching as possible; etc.)
(Yes, I know Shenzhen I/O exists. It's great for what it does — modelling signals and signal transformations — but it doesn't model individual packets of data as moving along wires with propagation delay, and with the potential for e.g. parallel-line interference given a bad encoding scheme, quantum tunnelling, overclocking or undervolting components, etc. I think a Factorio-variant would actually be much more flexible to implement these aspects.)