nulstein v2 plog- presenting through a blog

By Jérôme Muffat-Méridol (Intel) (21 posts) on August 20, 2010 at 8:22 am

nulstein v2 - slide 01

It was a great pleasure for me to finally present this work at GDC Europe 2010, and given the attendance was phenomenal, with a room too small to seat everybody, it makes sense to make this content available to more people. I was pondering that in Cologne, the last few days while people were coming back with questions, and the usual feeling was hitting me: there is so much more I wanted to say, and all these questions lead to such interesting discussions... The idea of presenting it again via this blog came naturally, it makes sense. A lot of sense:

Every other day or so, I could comment one slide in the talk, tell the part of the story that goes with it, but also digress as much as I want, throw in some ideas for the future. This should make me free from the length constraint of a talk, and of the linearity of a full fledged article.

But even better: you get to ask questions, interact with me and other readers through the comments. Please, if you have a question, get it in there, don't be shy: someone else probably also is (or will be) having the same question. Also, take advantage of the fact that this doesn't have to be linear: it's perfectly okay to come back to an older slide and comment or ask a question where it works best (so people finding his later on can take advantage of it too)

As things need names to really exist, let's call this a plog, half presentation, half blog (couldn't find a better name, best alternative I liked was frog, but it doesn't stand for anything).

Let's get started:

Hmmm, Hmmm (sorry, I hmmm-hmmm a lot)

Hi everybody, I'm Jérôme, I work as an application engineer at Intel and my work consists in working with games studio so we can make our respective technologies run great together. Over the next couple of months, instead of talking about how you can optimise your game engine for multicore, I will be talking about how I optimised my own (tiny) engine. It relies on two important technologies, and that's what we'll be mainly focusing on:

  • stealing task scheduler: this provides the load balancing and serves as a spine for this project. It can be Intel Threading Building Blocks or the tiny scheduler from previous version.
  • DirectX 11 deferred contexts: this exciting new feature lets us schedule draw calls from several threads at once, and will let us run 100% in parallel

next slide: now is multicore
Spoiler (slides+source code): here

Categories: Game Development, Parallel Programming
Tags:

For more complete information about compiler optimizations, see our Optimization Notice.

Comments (1)

September 2, 2010 1:24 AM PDT

Jérôme Muffat-Méridol (Intel)
Jérôme Muffat-Méridol (Intel)Total Points:
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If this shows up, comments are working again !

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