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Threading Successes of Popular PC Games and Engines

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Presentation on theme: "Threading Successes of Popular PC Games and Engines"— Presentation transcript:

1 Threading Successes of Popular PC Games and Engines

2 What did we cover? Thread for performance Thread for features
Supreme Commander Gamebryo Element Engine Thread for features Hellgate: London Intel’s n-core experiment Use threaded middleware Allegorithmic’s Substance

3 What should I avoid? Don’t Get seduced by terminology
Use complexity rather than concurrency as your measure of success Design for specific numbers of cores, or rely upon symmetry of cores Freak out; nobody has cracked the problem yet and forgotten to tell you Occasionally when we are talking to developers we meet someone who asserts that their technology “solves” threading – that they have an ideal solution for n-core. Closer inspection reveals that the developer has created a very complex approach to threading that doesn’t practically deliver more concurrency than more common approaches. So far, all the approaches we’ve seen have tradeoffs that fit specific designs but are not universal. When and if there is an accepted best way to thread a game architecture, we will be sure to tell you (and everyone) about it.

4 What should I do? Do Use threaded middleware to ease your design efforts Use a multi-threaded memory management scheme Put task parallel and data parallel tasks into the same thread pool Tell us about your progress and any problems you’re having These appear to be the common features of well-threaded games.

5 paul.lindberg@intel.com bradley.j.werth@intel.com
Some final thoughts... Thank you for attending today’s tutorial! Special thanks to: Stephen Chenney of Emergent Game Technologies Charles Bauchet of Allegorithmic Gas Powered Games Flagship Studios Paul and Brad will be at the Intel booth/lounge throughout the show – come talk to us!

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