The intent of this paper is to go over a few of the most common open source game engines and show how Intel tools and technologies can bring goodness to open source game development by getting the best possible performance out of these engines.
by Seung-Woo Kim
This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.
Intel® Threading Building Blocks (Intel® TBB) is used to efficiently spread work over threads. Nulstein, as described in this article, is a simple and memory effective method for implementing task scheduling that can be adapted to most game platforms.
Tasks are a lightweight alternative to threads that provide faster startup and shutdown times, better load balancing, an efficient use of available resources, and a higher level of abstraction.
This article identifies some of these challenges and illustrates strategies for addressing them while maintaining parallel performance.
Ticker Tape is a tech demo that showcases complex particle movement using aerodynamic calculations such as lift & drag while utilizing an n-way threaded framework and SIMD optimizations. This article describes the performance gain from implementing SSE.
There are actually 91 errors described in the article, but number 90 looks nicer in the title. The article is intended for C/C++ programmers, but developers working with other languages may also find it interesting.