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Advanced. Deep dive for people who know the field.
65K views9 years ago1 recommendation
Game developmentSystems programmingGame programmingConcurrency and parallelismPerformance and optimization
Barry Genova explains how Bungie restructured the Destiny game engine into a job graph to achieve massive parallelism with minimal thread pre-emption.
In this 2015 GDC Talk, Bungie's Barry Genova explains how Bungie turned almost every part of Destiny's engine into a a job graph, with only limited use of thread-based pre-emption. This talk should prove useful to programmers working on demanding game engines of their own. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter twitter.com/Official_GDC Check out our Facebook page for GDC exclusives facebook.com/GameDevelopersConference Visit our site: ubm.io/2ctNvqZWhat people say. Highly recommended for engineers looking to understand real-world, high-performance job-based multithreading architectures in AAA game engines.
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