269 karma · joined October 21, 2017
Fortunately I was able to get accepted into the StarLink early access around that time and managed to cancel the DSL. Even though ATT clearly did not want my business anymore, they still made sure I had to jump through countless hoops to finally disconnect and terminate billing. I had to sit on the phone for a couple of hours, being transferred between phone reps and managers until I finally got one person with the authority to shut my account down.
If Japan, Sony or any other individual wanted to save this CRT for themselves, it would have been snatched up by now. The fact stands that the creator of the video is the only person on earth who did the detective work and put boots on the ground to make it their own rare CRT. Good work, I say!
Many game engines eschew the C++ STL and latest language features in favor of rolling their own performance optimized platform, data structure and algorithms libraries.
I work at a large player in the video hardware industry and we roll all our own performance-sensitive video processing code in C99 or C++98 (we only recently adopted C++11 because, why fix what ain’t broken?). It doesn’t seem to be holding us back.
I have tested the mpp SDK a bit and the code is easy to work with, with examples for encode and decode, both sync and async.
Fortunately we were able to get Starlink soon after but it’s not a perfect replacement, particularly for gaming, due to the periods of short downtimes we still experience.
By the time most games reached our offices for testing they’d already undergone most of the core testing in Japan or at their developer’s studios. We were essentially just there to make sure last minute bugs didn’t slip through the cracks. Management rarely prioritized gameplay or even functionality bugs to be fixed, unless it was easy to reproduce and clearly prevented overall progress in the game.
We shipped one big fighting game and wrote up a bunch of bugs that clearly showed that online play was nigh-unusable, and nothing got fixed. The game came out and was ripped apart in reviews for the low quality of its net code. But it had a bunch of single player modes that were rock solid so they let the online modes slide. This was a few years before fighting game developers started seriously considering the importance of online play, and taking major steps to improve its quality.
I think about this same kind of thing with regards to the company I work in. We create video hardware and so much of the development knowledge will be lost to the sands of time. This is inevitable but a sad part of any large creative undertakings.
Also, OBS runs great on it, although it’s not taking advantage of the on-board MPP media accelerator (H.264/265 and other codecs). Apparently GStreamer has support for it though and some folks have experimental FFMPEG forks adding support.
My advice to other novice programmers would be to learn the tools that your job requires when it becomes a priority, but always keep yourself at least somewhat familiar with tools outside of the scope of your current task. You never know when you will need to quickly get up to speed with a new tool set or language. Part of the keys to success is also gaining an intuition of when the need to learn new tools and skills is on the horizon and when to start practicing in anticipation of needing to use them.
I’ve only been programming for about 5 years in earnest. I held on to Python for dear life in the first days of my career, but have since transitioned to full-time C/C++ development, primarily in embedded and hardware interfacing applications. I feel like my large programs are much more manageable and maintainable now. Some of this is of course due to having grown as a programmer as well.