~/talk

Parallel Game Engine Design

Talkat GCAP 2016 · 2016-11-01..11-02· [game-development, concurrency]
links:none on file
slides:none on file

Claims that game engines should use a sized thread pool matching hardware threads and a job system with lock-free queue to scale from dual‑core to 32+ cores; shows a wait‑free refcount variant using per‑thread counters and phase barriers (trades memory for eliminated atomics); uses Chrome tracing to visualize thread timelines and an intrusive profiler for hotspots; demonstrates building a call‑buffer/future compiler that extracts a directed acyclic graph and schedules jobs, with Lua bindings to keep high‑level code serial.

AI-written summary · about

  1. 0:00Intro
  2. 3:54Thread per system
  3. 9:36Job system
  4. 14:03Thread safe
  5. 22:23Atomics (spoiler)
  6. 27:25Lock-free definition
  7. 30:32Wait free reference counting
  8. 38:10Mutable vs Immutable
  9. 42:24Spaghetti flow?
  10. 44:37Untangling spaghetti flow
  11. 49:29Directed acyclic graphs
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