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nulstein v2 plog- presenting through a blog
By Jérôme Muffat-Méridol (Intel) (21 posts) on August 20, 2010 at 8:22 am

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: nulstein
For more complete information about compiler optimizations, see our Optimization Notice.
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August 20, 2010 10:29 AM PDT - nulstein v2 plog – now is multicore – Intel Software Network Blogs
August 23, 2010 7:16 AM PDT - nulstein v2 plog – now is multicore - News IT&C
August 23, 2010 10:20 AM PDT - nulstein v2 plog – parallelism, not quite there yet – Intel Software Network Blogs
August 25, 2010 7:23 AM PDT - nulstein v2 plog – parallelism, not quite there yet - News IT&C
August 25, 2010 10:21 AM PDT - nulstein v2 plog – divide and surrender – Intel Software Network Blogs
August 27, 2010 10:05 AM PDT - nulstein v2 plog – divide and surrender - News IT&C
August 27, 2010 10:20 AM PDT - nulstein v2 plog – back to sequential ! – Intel Software Network Blogs
August 30, 2010 4:03 AM PDT - nulstein v2 plog – back to sequential ! - News IT&C
August 30, 2010 1:00 PM PDT - nulstein v2 plog – fully parallel game loop demo – Intel Software Network Blogs
September 6, 2010 10:37 AM PDT - nulstein v2 plog – fully parallel game loop demo - News IT&C
September 6, 2010 3:40 PM PDT - nulstein v2 plog – fully parallel game loop demo
September 8, 2010 4:05 AM PDT - nulstein v2 plog – demoscene roots – Intel Software Network Blogs
September 9, 2010 8:24 AM PDT - nulstein v2 plog – refresher on task scheduling – Intel Software Network Blogs
September 13, 2010 10:13 AM PDT - nulstein v2 plog – refresher on task scheduling - News IT&C
September 13, 2010 1:00 PM PDT - nulstein v2 plog – refresher on task scheduling, when the fairest is theft – Intel Software Network Blogs
September 17, 2010 1:07 AM PDT - nulstein v2 plog – refresher on task scheduling, when the fairest is theft - News IT&C
September 17, 2010 2:20 AM PDT - nulstein v2 plog – parallelizing at the outer loop – Intel Software Network Blogs
September 20, 2010 9:19 AM PDT - nulstein v2 plog – parallelizing at the outer loop - News IT&C
September 20, 2010 10:20 AM PDT - nulstein v2 plog – two-phase update – Intel Software Network Blogs
September 24, 2010 8:00 AM PDT - nulstein v2 plog – two-phase update - News IT&C
September 24, 2010 10:20 AM PDT - nulstein v2 plog – dealing with dependencies between game objects – Intel Software Network Blogs
October 5, 2010 10:39 AM PDT - nulstein v2 plog – dealing with dependencies between game objects - News IT&C
October 5, 2010 12:20 PM PDT - nulstein v2 plog – two-stage update step-by-step – Intel Software Network Blogs
October 11, 2010 10:03 AM PDT - nulstein v2 plog – two-stage update step-by-step - News IT&C
October 11, 2010 12:20 PM PDT - nulstein v2 plog – parallel update recap – Intel Software Network Blogs
November 23, 2010 8:36 AM PST - nulstein v2 plog – parallel update recap | ServerGround.net
November 23, 2010 9:01 AM PST - nulstein v2 plog – rendering overview – Intel Software Network Blogs
November 26, 2010 9:24 AM PST - nulstein v2 plog – DX9 performance – Intel Software Network Blogs
December 10, 2010 8:28 AM PST - nulstein v2 plog – DX9 performance | ServerGround.net
December 10, 2010 8:45 AM PST


Jérôme Muffat-Méridol (Intel)
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