@scottmichaud @Jonathan_Blow I do not know what "make art for platform-independent" means.
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Replying to @cmuratori
@scottmichaud@Jonathan_Blow You seem to be suggesting that somehow "art" can be made on something that _isn't_ emulated.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@scottmichaud@Jonathan_Blow But what does that mean? If you write, say, JAVA code, you are _always_ emulated, everywhere!1 reply 0 retweets 0 likes -
Replying to @cmuratori
@scottmichaud@Jonathan_Blow You are emulated on _today's_ machines, as well as needing emulation on tomorrow's machines.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@scottmichaud@Jonathan_Blow What I am proposing at least only requires emulation on theoretical future machines that don't support the ISA.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@Jonathan_Blow I understood. Also, Twitter character limits and lag make this difficult.1 reply 0 retweets 0 likes -
Replying to @scottmichaud
@cmuratori@Jonathan_Blow So your proposal relies on relevant art being emulated later, just hands off for now?2 replies 0 retweets 0 likes -
Replying to @scottmichaud
@scottmichaud@Jonathan_Blow No, it doesn't "rely" on anything - it's just saying don't require emulating things until you actually have to.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@scottmichaud@Jonathan_Blow In other words, in the future, OpenGL 4.0 games will require an OpenGL 4.0 emulator, right?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@scottmichaud@Jonathan_Blow So I'm just saying let's make the thing that you program to today be actual hardware, then emulate _that_.1 reply 0 retweets 0 likes
@scottmichaud @Jonathan_Blow So it's actually _one less emulator_ to write than the current way, which requires an emulator _up front_.
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