You've linked to an implementation full of hand-written SIMD, I'm not sure that's a great comparison one way or the other.
Which is my biggest gripe with benchmark games. There really ought to be strict categories for "straightforward, idiomatic code someone with 3 YoE could write", "optimized-but-still maintainable code an experienced senior engineer would write", and "unrestricted wizardry".
It seems inherently difficult to define strict categories around the soft constraints that you are listing.
But it would be interesting to try to approximate something like those categories. The project repo[1] contains the following call for idiomatic code:
Please, people ask to see more "idiomatic" programs —
- we already have enough exhaustively optimized Rust and C programs.
- we already have enough hand-written vector SIMD and "unsafe" programs.
Thank you.
Which is my biggest gripe with benchmark games. There really ought to be strict categories for "straightforward, idiomatic code someone with 3 YoE could write", "optimized-but-still maintainable code an experienced senior engineer would write", and "unrestricted wizardry".