212 karma · joined September 15, 2016
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So relating back to the post, their justification doesn’t necessarily make it right, but I think it’s incorrect to attribute it to a malicious cause.
Other than that, you're right that it might be a bit high. There's very likely parts of the lowering code which can be optimized, I just haven't had the need to yet.
Just did some proper testing on a reasonably complex project, looks like I was about an order of magnitude off (to be fair it was 2AM here at the time, and I wasn't reading the numbers right haha). 30-40ms is still fast enough that you don't notice for the most part though. For this specific project, it breaks down roughly like this:
- ~1ms to build the new MIR based on the editor state
- ~5ms to process/run passes on the MIR (this involves some funky graph traversal which could very likely be optimized a lot)
- ~12ms to generate LLVM IR
- ~14ms in the LLVM JIT
In a project that makes good use of groups (nodes that contain a surface inside and then expose some controls back out) I'd expect this to be lower, since we only need to perform those operations on the surfaces that change.
Edited for clarity
I was initially worried about how interactive compiling would be, however it turns out (at least with the projects we've tested it with so far), it's pretty easily able to keep up with around 3ms from a modification to codegen being complete. The LLVM IR we generate is pretty simple which helps, and we also try to only recompile as much as possible by putting everything in separate LLVM modules (hurts runtime performance a bit since we can't optimize across modules, but it doesn't end up mattering too much).
The graph operates per sample - we really needed that feature to be able to do feedback loops, for things like FM synthesis.
Edit: I started adding in an explanation of Axioms architecture in the hope that someone with knowledge of similar projects could chime in, but it was getting quite long... might look at writing a blog post on it sometime soon, if people would find that interesting.
But that said, I haven't actually gotten to writing the 'exporter' yet (up to this point I've mostly been focused on usability and stability), so I can understand that it's not entirely clear.
This is a project I’ve been working on since the start of the year. We’ve just released 0.4.0, so I figured now would be a nice time to start making it a bit more public. There’s a bunch of interesting tech under the hood which I thought you all would definitely be interested in :)
Axiom’s a project that grew out of my third try at building a realtime software synthesizer for 64k intros in the demoscene. You can’t really fit an mp3 file in an executable that small and expect for it to sound any good, so instead we synthesize the audio and play it in realtime. A few other groups have written synthesizers for 4k and 64k productions, however I built this for two reasons: I wanted to make one myself, and I wanted to try some interesting things with combining node graphs and basic scripting. At some point, however, I realized that this could actually be a really useful tool for any musician to have, since it really flips things on its head and allows much more control than just stringing together a bunch of plugins (the question is, of course, do people who make music _want_ this control - I'm not sure on the answer yet).
Technology-wise, Axiom compiles 'node surfaces' with LLVM (no interpreters here, the code has to run comfortably 44100 times per second!). The editor, written in C++ with Qt, builds a MIR and passes it into the compiler, written in Rust. This was my first large project in C++ and first project in Rust... ultimately I think the Rust learning curve has definitely been worth it, as it's by far the stablest part of the program!
Ultimately I’m hoping to somehow be able to turn this into a real product, possibly by offering what you see as the core open-source software and then building on it, into something like a DAW or plugin for procedural audio in game engines (which a few people have suggested to me, and I think would be a really cool application of the technology!).
Check it out, let me know what you think (either here, or shoot me an email, chat on twitter, etc), ask questions, build something cool, have fun!
- Number One/Another One by CNCD/FLT: http://www.pouet.net/prod.php?which=77399
- When Silence Dims the Stars Above by Conspiracy: http://www.pouet.net/prod.php?which=75713
- Aurora by Excess: http://www.pouet.net/prod.php?which=75791
- Along for the Ride by Ümlaüt Design: http://www.pouet.net/prod.php?which=78053
Smaller intros like 4ks, on the other hand, will often use assembly (although completely shader-based ones are becoming more common).
It allows you to run a command in the Windows prompt to 'link' a Linux command to a Windows one, allowing you to run the Windows command to run the Linux command (if that makes sense; the GIF in the Readme is probably better at explaining).
It's written in Bash and Batch so doesn't require external dependencies.
Sounds sort of like Screeps [1]. It's an MMO game where you write scripts in JS to control different robots (so, not logic programming, but still pretty fun with lots of depth). Parts of it are also open source [2].