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The Next Mainstream Programming Language Tim Sweeney

The document discusses the types of code that make up a game, including gameplay simulation, numeric computation, and shading. It notes that current mainstream programming languages are failing in the areas of modularity, reliability, and concurrency for game development. The document advocates for a new programming language that addresses these issues.

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Ty Red Sauce
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0% found this document useful (0 votes)
55 views

The Next Mainstream Programming Language Tim Sweeney

The document discusses the types of code that make up a game, including gameplay simulation, numeric computation, and shading. It notes that current mainstream programming languages are failing in the areas of modularity, reliability, and concurrency for game development. The document advocates for a new programming language that addresses these issues.

Uploaded by

Ty Red Sauce
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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The

The Next
Next Mainstream
Mainstream
Programming
Programming Language:
Language:
A
A Game
Game Developer’s
Developer’s Perspective
Perspective
Tim Sweeney
Epic Games
Outline
 Game Development Process
 What kinds of code are in a game?
– Game Simulation
– Numeric Computation
– Shading
 Where are today’s languages failing?
– Modularity
– Reliability
– Concurrency
Game Development
Game Development: Gears of War
 Resources
– 10 programmers
– 20 artists
– 24 month development cycle
– $10M budget
 Software Dependencies
– 1 middleware game engine
– ~20 middleware libraries
– OS graphics APIs, sound, input, etc
Software Dependencies
Gears
GearsofofWar
War
Gameplay Code
Gameplay Code
~100,000
~100,000lines
linesC++,
C++,script
scriptcode
code

Unreal
UnrealEngine
Engine33
Middleware
MiddlewareGame
GameEngine
Engine
~500,000
~500,000 lines C++code
lines C++ code


Ogg
Ogg wx
wx ZLib
ZLib
Speex
DirectX
DirectX OpenAL
OpenAL Vorbis
Vorbis
Speex Widgets
Widgets
Data
Data
Speech
Graphics Audio Music Speech Window Compr-
Graphics Audio Music
Codec
Codec
Codec
Window
Library
Compr-
ession
Codec Library ession
Game Development: Platforms

 The typical Unreal Engine 3 game will ship on:


– Xbox 360
– PlayStation 3
– Windows

 Some will also ship on:


– Linux
– MacOS
What’s in a game?
The obvious:
 Rendering
 Pixel shading
 Physics simulation, collision detection
 Game world simulation
 Artificial intelligence, path finding

But it’s not just fun and games:


 Data persistence with versioning, streaming
 Distributed Computing (multiplayer game simulation)
 Visual content authoring tools
 Scripting and compiler technology
 User interfaces
Three Kinds of Code
 Gameplay Simulation
 Numeric Computation
 Shading
Gameplay Simulation
Gameplay Simulation
 Models the state of the game world as
interacting objects evolve over time
 High-level, object-oriented code
 Written in C++ or scripting language
 Imperative programming style
 Usually garbage-collected
Gameplay Simulation – The Numbers

 30-60 updates (frames) per second


 ~1000 distinct gameplay classes
– Contain imperative state
– Contain member functions
– Highly dynamic
 ~10,000 active gameplay objects
 Each time a gameplay object is updated, it
typically touches 5-10 other objects
Numeric Computation
 Algorithms:
– Scene graph traversal
– Physics simulation
– Collision Detection
– Path Finding
– Sound Propagation
 Low-level, high-performance code
 Written in C++ with SIMD intrinsics
 Essentially functional
– Transforms a small input data set to a small output data
set, making use of large constant data structures.
Shading
Shading
 Generates pixel and vertex attributes
 Written in HLSL/CG shading language
 Runs on the GPU
 Inherently data-parallel
– Control flow is statically known
– “Embarassingly Parallel”
– Current GPU’s are 16-wide to 48-wide!
Shading in HLSL
Shading – The Numbers
 Game runs at 30 FPS @ 1280x720p
 ~5,000 visible objects
 ~10M pixels rendered per frame
– Per-pixel lighting and shadowing requires multiple
rendering passes per object and per-light
 Typical pixel shader is ~100 instructions long
 Shader FPU’s are 4-wide SIMD
 ~500 GFLOPS compute power
Three Kinds of Code

Game Numeric Shading


Simulation Computation
Languages C++, Scripting C++ CG, HLSL
CPU Budget 20% 80% n/a
Lines of Code 100,000 500,000 10,000
FPU Usage 0.5 GFLOPS 5 GFLOPS 500 GFLOPS
What are the hard problems?
 Performance
 Modularity
 Reliability
 Concurrency
Performance
Performance
 When updating 10,000 objects at 60 FPS,
everything is performance-sensitive
 But:
– Productivity is just as important
– Will gladly sacrifice 10% of our performance
for 10% higher productivity
– We never use assembly language
 There is not a simple set of “hotspots” to
optimize!
That’s all!
Modularity
Unreal’s game framework
Gameplay
module
package UnrealEngine;

class Actor
Base class of
{
gameplay int Health;
objects void TakeDamage(int Amount)
{
Health = Health – Amount;
Members if (Health<0)
Die();
}
}

class Player extends Actor


{
string PlayerName;
socket NetworkConnection;
}
Game class hierarchy
Base Game Framework

Actor
Player
Enemy
InventoryItem
Weapon

Framework extended for a “Dungeons & Dragons” game

Actor
Player
Enemy
Dragon
Troll
InventoryItem
Weapon
Sword
Crossbow
Software Frameworks
 The Problem:
Users of a framework
need to extend the functionality
of the framework’s base classes!

 The workarounds:
– Modify the source
…and modify it again with each new version
– Add references to payload classes, and
dynamically cast them at runtime to the
appropriate types.
What we would like to write…
Base Framework Extended Framework
package Game; Package MyGame extends Game;

class Actor class Actor extends Game.Actor


{ {
int Health; // A new members to base class.
… int HitPoints;
} …
class Player extends Actor }
{ class Sword extends Game.Inventory
… {
} …
class Inventory extends Actor }
{ …

}

The basic goal:


To extend an entire software framework’s class
hierarchy in parallel, in an open-world system.
Reliability
Or:
If the compiler doesn’t beep,
my program should work
Dynamic Failure in Mainstream Languages

Example (C#):
Given a vertex array and an index array, we
read and transform the indexed vertices into
a new array.
Vertex[] Transform (Vertex[] Vertices, int[] Indices, Matrix m)
{
Vertex[] Result = new Vertex[Indices.length];
for(int i=0; i<Indices.length; i++)
Result[i] = Transform(m,Vertices[Indices[i]]);
return Result;
};

What can possibly go wrong?


Dynamic Failure in Mainstream Languages
May contain indices
outside of the range of
the Vertex array

May be NULL
May be NULL May be NULL

Vertex[] Transform (Vertex[] Vertices, int[] Indices, Matrix m)


{
Vertex[] Result = new Vertex[Indices.length];
for(int i=0; i<Indices.length; i++)
Result[i] = Transform(m,Vertices[Indices[i]]);
return Result;
}; Could dereference
a null pointer
Array access
might be out
Will the compiler of bounds
realize this can’t fail?

Our code is littered with runtime failure cases,


Yet the compiler remains silent!
Dynamic Failure in Mainstream Languages

Solved problems:
 Random memory overwrites
 Memory leaks

Solveable:
 Accessing arrays out-of-bounds
 Dereferencing null pointers
 Integer overflow
 Accessing uninitialized variables

50% of the bugs in Unreal can be traced to these problems!


What we would like to write…
An index buffer containing natural numbers less than n

An array of exactly known size

Universally quantify over


all natural numbers

Transform{n:nat}(Vertices:[n]Vertex, Indices:[]nat<n, m:Matrix):[]Vertex=


for(i in Indices)
Transform(m,Vertices[i])

The only possible failure mode:


Haskell-style array
comprehension Divergence, if the call to
Transform diverges.
How might this work?

 Dependent types
int The Integers
nat
nat<n The Natural Numbers

The Natural Numbers less than n,


where n may be a variable!

 Dependent functions
Sum(n:nat,xs:[n]int)=.. Explicit type/value dependency
a=Sum(3,[7,8,9]) between function parameters

 Universal quantification
Sum{n:nat}(xs:[n]int)=..
a=Sum([7,8,9])
How might this work?

 Separating the “pointer to t” concept


from the “optional value of t” concept
xp:^int A pointer to an integer
xo:?int
xpo:?^int An optional integer

An optional pointer to an integer!

 Comprehensions (a la Haskell),
for safely traversing and generating
collections
Successors(xs:[]int):[]int=
foreach(x in xs)
x+1
How might this work?

 A guarded casting mechanism for cases


where need a safe “escape”:
Here, we cast i to
type of natural numbers bounded by
the length of as,
GetElement(as:[]string, i:int):string=
and bind the result to n
if(n:nat<as.length=i)
as[n]
We can only access i else
within this context “Index Out of Bounds”

If the cast fails, we


execute the else-branch

All potential failure must be explicitly handled,


but we lose no expressiveness.

See Icon, Ontic for similar ideas


Analysis of the Unreal code

 Usage of integer variables in Unreal:


– 90% of integer variables in Unreal exist to index into arrays
• 80% could be dependently-typed explicitly,
guaranteeing safe array access without casting.
• 10% would require casts upon array access.
– The other 10% are used for:
• Computing summary statistics
• Encoding bit flags
• Various forms of low-level hackery
 “For” loops in Unreal:
– 40% are functional comprehensions
– 50% are functional folds
Accessing uninitialized variables
 Can we make this work?
class MyClass
{
const int a=c+1;
const int b=7;
const int c=b+1;
}
MyClass myvalue = new C; // What is myvalue.a?

This is a frequent bug. Data structures are often rearranged,


changing the initialization order.

 Lessons from Haskell:


– Lazy evaluation enables correct out-of-order evaluation
– Accessing circularly entailed values causes thunk reentry (divergence),
rather than just returning the wrong value
 Lesson from Id90: Lenient evaluation is sufficient to guarantee this
Integer overflow

The Natural Numbers


data Nat = Zero | Succ Nat

Factoid: C# exposes more than 12 number-like data


types, none of which are those defined by
(Pythagoras, 500BC).

In the future, can we get integers right?


Can we get integers right?

Neat Trick:
 In a machine word (size 2n), encode an integer ±2n-1 or a pointer to a
variable-precision integer
 Thus “small” integers carry no storage cost
 Additional access cost is ~5 CPU instructions

But:
 A natural number bounded so as to index into an active array is
guaranteed to fit within the machine word size (the array is the proof
of this!) and thus requires no special encoding.
 Since ~80% of integers can dependently-typed to access into an
array, the amortized cost is ~1 CPU instruction per integer operation.

This could be a viable


tradeoff
What are objects in Java/C#?

class C C x;
{
int a; What is x, really?
};
What are objects in Java/C#?

class C C x;
{
int a; What is x, really?
};

“x” is a possibly-null reference…


What are objects in Java/C#?

class C C x;
{
int a; What is x, really?
};

“x” is a possibly-null reference…


to a nominally-encapsulated datatype C containing…
What are objects in Java/C#?

class C C x;
{
int m; What is x, really?
};

“x” is a possibly-null reference…


to a nominally-encapsulated datatype C containing…
an extensible record…
What are objects in Java/C#?

class C C x;
{
int m; What is x, really?
};

“x” is a possibly-null reference…


to a nominally-encapsulated datatype C containing…
an extensible record…
mapping the field name “m” to…
What are objects in Java/C#?

class C C x;
{
int m; What is x, really?
};

“x” is a possibly-null reference…


to a nominally-encapsulated datatype C containing…
an extensible record…
mapping the field name “m” to…
a reference to a mutable integer.

Why???
Dynamic Failure: Conclusion

Reasonable type-system extensions could statically eliminate all:


 Out-of-bounds array access
 Null pointer dereference
 Accessing of uninitialized variables
 Integer overflow

We should achieve this with a simple set of building blocks


(option types, dependent types, references, …) rather than all-encompassing
abstractions like Java/C# “objects”.

See Haskell for excellent implementation of:


– Comprehensions
– Option types via Maybe
– Non-NULL references via IORef, STRef
– Out-of-order initialization
Concurrency
Why Concurrency?

 Xbox 360
– 3 CPU cores, 6 hardware threads
– 24-wide GPU
 PlayStation 3
– 1 CPU core, 2 hardware threads
– 7 SPU cores
– 48-wide GPU
 PC
– 1-2 CPU cores, 1-4 hardware threads

Future CPU performance gains will


come from more cores,
rather than higher clock rates
The C++/Java/C# Model:
“Shared State Concurrency”

 The Idea:
– Any thread can modify any state at any
time.
– All synchronization is explicit, manual.
– No compile-time verification of
correctness properties:
• Deadlock-free
• Race-free
The C++/Java/C# Model:
“Shared State Concurrency”

 This is hard!
 How we cope in Unreal Engine 3:
– 1 main thread responsible for doing all work we
can’t hope to safely multithread
– 1 heavyweight rendering thread
– A pool of 4-6 helper threads
• Dynamically allocate them to simple tasks.
– “Program Very Carefully!”
 Huge productivity burden
 Scales poorly to thread counts
There must be a better way!
Three Kinds of Code: Revisited
 Gameplay Simulation
– Gratuitous use of mutable state
– 10,000’s of objects must be updated
– Typical object update touches 5-10 other objects
 Numeric Computation
– Computations are purely functional
– But they use state locally during computations
 Shading
– Already implicitly data parallel
Concurrency in Shading
 Look at the solution of CG/HLSL:
– New programming language aimed at
“Embarassingly Parallel” shader programming
– Its constructs map naturally to a data-parallel
implementation
– Static control flow (conditionals supported via
masking)
Concurrency in Shading
Conclusion: The problem of data-parallel concurrency is effectively solved(!)

“Proof”: Xbox 360 games are running with 48-wide data shader
programs utilizing half a Teraflop of compute power...
Concurrency in Numeric
Computation
 These are essentially purely functional algorithms, but they
operate locally on mutable state

 Haskell ST, STRef solution enables encapsulating local


heaps and mutability within referentially-transparent code

 These are the building blocks for implicitly parallel


programs: effects-free expressions may be evaluated in
parallel

 Estimate ~80% of CPU effort in Unreal can be parallelized


this way

In the future, we will write these


algorithms using referentially-
transparent constructs.
Numeric Computation Example:
Collision Detection
A typical collision detection algorithm takes a line
segment and determines when and where a point
moving along that line will collide with a (constant)
geometric dataset.
struct vec3
{
float x,y,z;
};
struct hit
{
bool DidCollide;
float Time;
vec3 Location;
};
hit collide(vec3 start,vec3 end);

Vec3 = data Vec3 float float float


Hit = data Hit float Vec3
collide :: (Vec3,Vec3)->Maybe Hit
Numeric Computation Example:
Collision Detection
 Since collisionCheck is effects-free, it may be
executed in parallel with any other effects-free
computations.
 Basic idea:
– The programmer supplies effect annotations to the compiler.
– The compiler verifies the annotations. A pure function
(the default)
collide(start:Vec3,end:Vec3):?Hit
Effect-causing functions
print(s:string)[#imperative]:void require explicit annotations

– Many viable implementations (Haskell’s Monadic effects,


effects typing, etc)
In a concurrent world, imperative is the wrong
default!
Concurrency in Gameplay Simulation

This is the hardest problem…


 10,00’s of objects
 Each one contains mutable state
 Each one updated 30 times per second
 Each update touches 5-10 other objects

Manual synchronization (shared state concurrency)


is hopelessly intractible here.

Solutions?
– Rewrite as referentially-transparent functions?
– Message-passing concurrency?
– Continue using the sequential, single-threaded approach?
Concurrency in Gameplay Simulation:
Software Transactional Memory

See “Composable memory transactions”;


Harris, Marlow, Peyton-Jones, Herlihy

The idea:
 Update all objects concurrently in arbitrary order,
with each update wrapped in an atomic {...} block
 With 10,000’s of updates, and 5-10 objects touched per
update, collisions will be low
 ~2-4X STM performance overhead is acceptable:
if it enables our state-intensive code to scale to many threads,
it’s still a win

Claim: Transactions are the only plausible solution to


concurrent mutable state
Three Kinds of Code: Revisited

Game Numeric Shading


Simulation Computation
Languages C++, Scripting C++ CG, HLSL
CPU Budget 20% 80% n/a
Lines of Code 100,000 500,000 10,000
FPU Usage 0.5 GFLOPS 5 GFLOPS 500 GFLOPS
Parallelism Software Implicit Implicit Data
Transactional Thread Parallelism
Memory Parallelism
Parallelism and purity
Physics, collision detection,
scene traversal, path finding, ..
Game World State
Graphics shader programs

Data Parallel Subset

Purely functional core

Software Transactional Memory


Musings
On the Next Maintream Programming Language
Musings
There is a wonderful correspondence between:
 Features that aid reliability
 Features that enable concurrency.

Example:
 Outlawing runtime exceptions through dependent types
– Out of bounds array access
– Null pointer dereference
– Integer overflow
Exceptions impose sequencing constraints on concurrent execution.

Dependent types and concurrency


should evolve simultaneously
Language Implications

Evaluation Strategy
 Lenient evaluation is the right default.
 Support lazy evaluation through explicit
suspend/evaluate constructs.
 Eager evaluation is an optimization the compiler may
perform when it is safe to do so.
Language Implications

Effects Model
 Purely Functional is the right default
 Imperative constructs are vital features
that must be exposed through explicit
effects-typing constructs
 Exceptions are an effect

Why not go one step further and define


partiality as an effect, creating a
foundational subset suitable for proofs?
Performance – Language Implications

Memory model
– Garbage collection should be the only option

Exception Model
– The Java/C# “exceptions everywhere” model should be
wholly abandoned
• All dereference and array accesses must be statically
verifyable, rather than causing sequenced exceptions
– Exceptions are an effect
– No language construct except “throw”, and calling functions
with explicitly-annotated exception-effects should
generate an exception
Syntax

 Requirement: Should not scare away mainstream programmers.


 There are lots of options…

C Family: Least scary,


int f<nat n>(int[] as,natrange<n> i) but it’s a messy legacy
{
return as[i];
}

Haskell family: Quite scary :-)


f :: forall n::nat. (arrayof n int,nat<n) -> int
f (xs,i) = xs !! i

Pascal/ML family:
f{n:nat}(as:[]int,i:nat<n)=as[i] Seems promising
Conclusion
A Brief History of Game Devlopment
1972 Pong (hardware)

1980 Zork (high level interpretted language)

1993 DOOM (C)

1998 Unreal (C++, Java-style scripting)

2005-6 Xbox 360, PlayStation 3


with 6-8 hardware threads

2009 Next console generation. Unification of the


CPU, GPU. Massive multi-core, data parallelism, etc.
The Coming Crisis in Computing

 By 2009, game developers will face…


– CPU’s with:
• 20+ cores
• 80+ hardware threads
• >1 TFLOP of computing power
– GPU’s with general computing capabilities.
 Game developers will be at the forefront.
 If we are to program these devices
productively, you are our only hope!
Questions?
Backup Slides
The Genius of Haskell

 Algebraic Datatypes
– Unions done right
Compare to: C unions, Java union-like class
hierarchies
– Maybe t
C/Java option types are coupled to
pointer/reference types
 IO, ST
– With STRef, you can write a pure function that
uses heaps and mutable state locally, verifyably
guaranteeing that those effects remain local.
The Genius of Haskell

 Comprehensions
Sorting in C
int partition(int y[], int f, int l);
void quicksort(int x[], int first, int last) {
int pivIndex = 0;
if(first < last) {
pivIndex = partition(x,first, last);
quicksort(x,first,(pivIndex-1));

Sorting in Haskell
quicksort(x,(pivIndex+1),last);
}
}
int partition(int y[], int f, int l) {
int up,down,temp;
sort [] = [] int cc;
sort (x:xs) = sort [y | y<-xs, y<x ] ++ int piv = y[f];
up = f;
[x ] ++ down = l;
sort [y | y<-xs, y>=x] do {
while (y[up] <= piv && up < l) {
up++;
}
while (y[down] > piv ) {
down--;
}
if (up < down ) {
temp = y[up];
y[up] = y[down];
y[down] = temp;
}
} while (down > up);
temp = piv;
y[f] = y[down];
y[down] = piv;
return down;
}
Why Haskell is Not My Favorite
Programming Language

 The syntax is … scary


 Lazy evaluation is a costly default
– But eager evaluation is too limiting
– Lenient evaluation would be an interesting default
 Lists are the wrong “syntactically preferred
sequence type” for the mainstream
– Arrays are more common in typical algorithms
– Asymptotically better access times
– In moving away from lazy evaluation, the coolest
uses of lists go away
Why Haskell is Not My Favorite
Programming Language

 Type inference doesn’t scale


– To large hierarchies of open-world
modules
– To type system extensions
– To system-wide error propagation

???
f(x,y) = x+y ERROR - Cannot infer instance
a=f(3,”4”) *** Instance : Num [Char]
*** Expression : f (3,"4")

f(int x,int y) = x+y … Mismatch parameter 2 of call to f:


a=f(3,”4”) Expected : int
Got : “4”

Damas-Milner is a narrow a local optima

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