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For those that were at the "Threading for Performance" all day tutorial session that Intel put on at GDC last week, this will look very familiar (and there were a lot of you!). More importantly, here's the elusive link to download the code for the "Destroy the Castle" demo, so you can continue to play with it, and work through the labs on how to optimize the game for a multicore, multithread environment (like a dual or quad core processor).

Sorry for the delay in getting this posted - I'm still digging out from under the avalanche of cool stuff from GDC! :-)
If you have any questions or problems with the demo, make sure you head over to the Multicore community area of Intel Software Network. Steve Pitzel and the rest of the ISN multicore guys will take care of you. And if they don't, let me know, and I'll go give them a wedgie or something. ;-)
| March 13, 2009 1:37 PM PDT
Josh |
I came across a paper here in which it was claimed this demo had 10,000 rigid bodies. I have not counted them, but I can tell from looking at it there is nowhere near that number. Can you explain why this claim was made? Was there a different version of the demo used?: "Larrabee: A Many-Core x86 Architecture for Visual Computing" "The game rigid body simulation is based on the popular “castle” destruction scene with 10K objects." |

Bill Broadley