[Algorithms] Multi core/cell processing and game algorithms...
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From: Yordan G. <yg...@gy...> - 2005-03-29 00:48:03
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With all the fuss around the next-gen consoles it would be interesting to know what people are doing... (quietly in their corner thinking that their wheel is going to be more round that the other's ;) First its obvious that concurrency is going to be "the thing"... we all already do that but may be not on that scale. I was going through some scea presentation and saw "rich set synchronization primitives" mentioned... and after that mutexes, semaphores and stuff... but what about lock free programming? Anyone doing lock-free stuff or just sticking with the old lock based approach? Next we want to apply this divide (into small tasks) and conquer (on different cores) approach to as many fields as we can. Of the top of my head physics can probably scale well here... but I struggle to image collision detection being the best candidate. I have done some cool animation stuff on PS2 that will scale wonderfully on multiple cores but what about other fields of application? Sound maybe? Next one is more subtle. It seems to me that just when we all start to think that the time has come for game play and AI to move one step ahead the next-gen answer is to provide more floating point units to produce better graphics and better physics. So, without going into rant mode does anyone have any sensible plan of laying out good gameplay and AI architectures that will scale well in the "new era"? Anyway it will be nice to see what people think... Thanks, Yordan |