@flexion Serious question: All your software ports for SGI, do you do them all on the "old way", so everything by hand, or do you use various agent tools?
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LAYERED
@LAYERED@oldbytes.space
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@flexion@oldbytes.space
@LAYERED mostly the hard way, build.. fail.. debug.. repeat. but sometimes using it for analysis, to help identify big endian related issues, which saves a lot of time instead of guessing.
In GTA we needed some help by AI to backport effects to fixed function pipelines, where we had a hard time figuring out how to achieve the same result on VPro and FireGL without shaders and limited resources. And even with AI help, it took countless hours to get it right and performant enough for old systems.. and it still needed valuable input by very experienced GL developers.