In this module, participants will learn some principles for threading a simple 3D graphics game. We will decompose the problem into separate pipelined domains that can be threaded separately. Specifically we will look at how to accomplish concurrent processing of Physics, AI, and other game components and how to achieve speedup on multi-core platforms.
This year Caltech hosted the Humanity+ conference. I had been given a press pass to attend, but for a variety of reasons, plus perhaps a bit of stay at home fever on my part I chose to send my avator to the conference instead, no, actually I streamed it instead. I sat transfixed in front of my computer for most of the first day and for as as much as I had time to the second day which was unfortunately just a few hours. I am only going to touch upon some of the many ideas that were discussed, and hope I do justice to them. Please forgive me if I misquote anyone.
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