The Cell is hopeless for games, it's very difficult to divide game code into enough segments to pass to each SPE and get them to run coherently.
Sure. If your game is procedural. It is fairly easy to pass off objects for processing in parallel - providing you use a language designed for parallelism and scalability, like Erlang. Unfortunately most developers insist on using C++ for everything, in which case parallelism is problematic. The 360 on the other hand has 3 full CPU's, there's a world of difference between a CPU and an SPE.
Yeah. Apparently it's easy enough to break down game code to run on multiple CPU cores? The SPEs, to make it "simple" are mini GPUs
What? They are mini CPU's with all the expensive bits (branch prediction, out-of-order preprocessor, aso.) removed - the idea being that instead of using expensive electronics, you could use a comparatively inexpensive compiler. they understand a stupid stream processor like logic, they are incapable of running arbitary code and especially they are incapable of doing jumps
Wrong, wrong and wrong. But with a free program flow, they are just useless.
Which is why they're good for supercomputers, because those don't run programs. Or? How many devs do you know nowadays capable of writting ASM?
Everyone is capable of writing ASM, most just don't bother because it's not very productive. because thats to what it actually breaks down at the moment if you want to use the SPEs usefully.
No. The IBM compiler will let you use them to offload threads in C++, if you so chose. Unfortunately C++ isn't particularly thread friendly.