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Real-Time Deep Ocean Simulation on Multi-Threaded Architectures

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Authored by Last updated on 01/24/2018 - 12:12
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Fluid Simulation for Video Games (part 5)

This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
Authored by Last updated on 01/24/2018 - 12:12
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多线程架构上的实时深海模拟

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The Secrets of Parallel Pathfinding on Modern Computer Hardware

One of the first things that game AI developers parallelize is pathfinding as it is an expensive operation. The most common approach is to fire off the pathfinder in a separate thread. This article examines a multi-threaded pathfinding implementation.
Authored by Last updated on 12/31/2018 - 15:00
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Using Tasking to Scale Game Engine Systems

Get the most out of hardware, and scale efficiently using Tasking. Tasking decouples algorithmic parallelism from implementation, allowing games to scale to ‘N’ cores.
Authored by Last updated on 05/03/2019 - 15:45
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Использование многозадачности для масштабирования игровых систем

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Authored by Last updated on 05/21/2018 - 16:48