In article <D7B8C9701BEB421D83F6EAB5FE505EA0 at dell8300>,
"TeoZ" <teoz at neo.rr.com> writes:
I would guess it depends on what you are doing.
No shit.
Console developers know that their target platform is
not moving at all, so
if they expect the next games to be any better or faster they HAVE to
optimize or wait for the next console (and lose sales).
Game development is limited by content creation these days, *NOT*
engine optimization.
I have no idea what embedded systems are like these
days, [...]
I do and the idea that sticking your developers on a resource limited
machine will make them produce better code for the embedded
environment is stupid and noone does it that way.
If you are programming shareware utilities you might
want the code to work
on a large range of machines and operating system versions so code size and
speed might be optimized to work on older slower gear but you also might not
be able to user tools that need specific OS revisions to work.
Code size and speed are largely irrelevant to keeping the OS
compatability matrix working.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/>
Legalize Adulthood! <http://legalizeadulthood.wordpress.com>