multi-core

Parallel Studio at IDF - catch up on-line if you weren't with us at IDF

If you weren't able to join us at these talks in San Francisco at IDF this week - here are three talks about Intel Parallel Studio 2011.

Geoff gave a great overview in a "Technical Insight talk":
Parallel Programming on Intel Architecture with Intel Parallel Studio

Geoff Lowney, Intel Fellow, Software and Services Group, Intel

SP1 for Intel Parallel Studio - service pack worth installing!

Intel® Parallel Studio Service Pack 1 is now available, adding support for Windows* 7.

SP1 is well worth downloading and installing - here are some of the reasons:

    1. Parallel Inspector and Parallel Amplifier can be driven (for automating test suites) from the command line now.

    1. Bug fixes - of course - not many issues needed fixing, but you may appreciate the ones bugs that were found and fixed!

Highlights and Challenges During Ghostbusters Development, Part 4

Synchronization between threads in the Infernal Engine

Thread synchronization is a complicated problem and rarely discussed in practice. We came to our own conclusions via experimentation and what worked well for us during the production of Ghostbusters.

Ghostbusters used two kinds of synchronization primitives, "crude locks" and "critical sections". A crude lock is the lowest form of synchronization - it lets one thread sit in a loop until the other thread lets it continue. Here is how a simple implementation of a crude lock class could look in C++...

Two Brains Are Better Than One

Artificial intelligence (AI) drives gameplay. To maximize your AI’s potential and utilize the entire CPU, this means threading. This article examines how to thread a simple AI and some of the challenges in writing an AI that truly scales to multi-core.
  • Sviluppatori
  • Sviluppo di videogame
  • Smoke - Demo di tecnologia per videogame
  • Multi-thread apps for Multi-Core
  • Artificial intelligence
  • How to thread
  • Design
  • multi-core
  • physics
  • visual computing
  • Sviluppo di videogame
  • Grafica
  • Elaborazione parallela
  • Threading
  • Designing Artificial Intelligence for Games (Part 1)

    The gaming industry has seen great strides in game complexity recently. Game developers are challenged to create increasingly compelling games. This series explores important Artificial Intelligence (AI) concepts and how to optimize them for multi-core.
  • Sviluppatori
  • Sviluppo di videogame
  • Avanzato
  • Principiante
  • Intermedio
  • ai
  • Artificial intelligence
  • artificial intelligence engine
  • multi-core
  • visual computing
  • Sviluppo di videogame
  • Grafica
  • Elaborazione parallela
  • Designing Artificial Intelligence for Games (part 2)

    Designing AI for Games. Intelligent agents need to identify points of interest in the game world. This article shows how to identify and optimize points of interest and provides ways of organizing them for multi-threading.
  • Sviluppatori
  • Sviluppo di videogame
  • ai
  • Artificial intelligence
  • artificial intelligence engine
  • multi-core
  • visual computing
  • Sviluppo di videogame
  • Grafica
  • Elaborazione parallela
  • Learn parallelism and Threading – opportunity to attend Pilot class for FREE!

    We created a new one day course on parallelism and threading. This is a great opportunity to learn about threading software for multi-core platforms. This course is targeted for Windows* C++ developers using Microsoft Visual Studio* 2005 or 2008. If you are in that category keep reading!

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