Events
Montreal International Games SummitCodeplay is pleased to announce that CEO Andrew Richards has been confirmed as a speaker at the Montreal International Games Summit on November 8-9. Andrew will be taking a detailed look at the requirements in designing a multi-core game engine that will be future-proof against future generations of games hardware. Designing a game engine that gives excellent performance across the different processing architectures of the PC, PlayStation3 and XBox 360 is hard. Ensuring a game engine isn't obsolete when future processing technologies like CUDA and OpenCL arrive is even harder. This talk discusses different ways of creating game engines that can scale to large numbers of cores in a way that is portable, easy to debug, easy to develop for, and scales to future architectures. There are a variety of different kinds of parallelism available: pipeline parallelism, task-farm and data-parallel. There are also a variety of memory architectures available. Each of these solutions is suitable for different situations, so programmers need to have a toolbox of options available at all times and understand the performance implications. Debugging and analysing parallel applications is hard, so techniques for ensuring engines provide good debug and analysis features will be presented. Game developers need to be able to deep dive into parallel systems to be able to find and fix problems quickly, so solutions that enable developers to modify any part of the system for their own needs will be presented. This might involve domain-specific languages, or C++ template meta-programming. Learning objectives • Steps to designing a portable, future-proof game engine. • Understanding different types of parallelism and achieving best performance. • Analysis and debugging in a parallel environment. The full schedule of talks taking place at MIGS can be found here. |
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