Re: [stella] VCS C programming

Subject: Re: [stella] VCS C programming
From: Kirk Israel <kirkjerk@xxxxxxxxx>
Date: Sat, 21 May 2005 11:49:12 -0400
It's a kind of interesting idea.
Though it will be devilishly to have a descriptive enough language to
find anything remotely clever.

For instance, Paul Slocum realized that since JoustPong knights are at
either end of the screen, I could use a single doubled player graphic
for both, one shoved all the way to the right. Even if you had a
kernal maker that new about that kind of trick it would so difficult
to explain the kind of limitations you are and aren't willing to
accept.

On 5/20/05, Ben Larson <benjamin_e_larson@xxxxxxxxx> wrote:
> 
> --- David Galloway <davidgalloway@xxxxxxxxxxxxxx>
> wrote:
> > I concur with your approach Ben, I had given this a
> > bit of thought in
> > the past and it does seem that a system might be
> > possible that wasn't so
> > much a classic computer language but more akin to a
> > Hardware Design
> > Language where the result is inferred from a set of
> > input design
> > parameters. Is this similar to what you were
> > thinking?
> >
> >  - David
> 
> Yea I think that's basically what I was thinking - a
> language that describes what to do rather than how to
> do it.  Maybe a simple XML schema that defines the
> physical parameters of everything you want on screen
> could be used as the input.  The program would figure
> out the 'how' part and output a working kernel.  I
> mean, there's only a finite number of 'atomic' kernel
> operations, a finite way to implement them, and a
> finite way to order those implementations, so
> theoretically I *think* it would be possible to write
> a program that searches all possibilities until it
> finds one that works (maybe).  Basically it would be a
> brute-force tree-search algorithm - sort of like a
> 'Deep-Blue' of VCS kernel creation, as opposed than
> chess...
> 
> Ben
> 
> 
> 
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