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Advanced. Deep dive for people who know the field.
53K views12 years ago2 recommendations
Game developmentSystems programmingC++Concurrency and parallelismGame programming
Jeff Preshing explains how Ubisoft Montreal designs game engines for multicore processors, detailing atomic operations and lock-free programming before and after C++11.
cppcon.org — Presentation Slides, PDFs, Source Code and other presenter materials are available at: github.com/CppCon/CppCon2014 -- "How Ubisoft Montreal Develops Games for Multicore - Before and After C++11" -- Multicore hit the video game industry in a big way. Every platform we develop for now comes in a multicore configuration, and we're always under pressure to exploit the hardware to its fullest. This talk will share our experience learning to develop C++ software for multicore processors over the last decade. It will also explore the new concurrency support in C++11, and examine the way C++11 has influenced the way we develop multicore software so far. -- Jeff Preshing is a Technical Architect at Ubisoft Montreal, where he's worked on games such as Rainbow Six Vegas, Child of Light and Assassin's Creed Unity. He also maintains a blog where he writes frequently about lock-free programming and the C++11 atomic library. -- Videos Filmed & Edited by Bash Films: BashFilms.com Work at Hudson River Trading (HRT): tinyurl.com/safxfctfWhat people say. Highly recommended as an exceptionally clear introduction to atomic operations and lock-free programming in real-world game engines.
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