Concurrency and Multithreading in Game Design

Overview

For now we can use this place to post links to articles about concurrency in game design. Hopefully in the future some of those articles will actually be from this wiki.

Concurrent programming in game design, is going to become more and more relevant in the near future considering CPU makers are increasing the number of cores on their CPU’s (currently 2 but soon 4, 8, 32 who knows!!), so programmers need to start thinking multithreaded if they want to be able to harness the power of the next-gen systems (3 cores for the XBOX 360 and 7 cores for the PS3 , and the graphics card GPU’s already contain many parallel pixel and vertex processing pipelines).

To harness the multiple CPU cores new architecture has to be developed, which basically means that game engines need to evaluate what in the game simulation can be scalably parallelized (scalability is essential because it’s easy to break game simulation into 2 or 3 synchronized tasks but if it doesn’t scale to 32 processors then it’s very limited).

Articles

 
articles/concurrency_in_games_design.txt · Last modified: 2009/04/30 22:56 (external edit)
 
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