Re:Parallelizing the Naughty Dog Engine Using Fibers [video]
by orbifold on Friday April 03, 2015 @09:34AM
(#9315748)
Triple buffering is also advantageous to minimize graphics driver overhead, one part is updated by multiple cpu tasks, one is transferred to the gpu, one is used to render.
Re:Parallelizing the Naughty Dog Engine Using Fibers [video]
by Vekz on Thursday April 02, 2015 @04:58PM
(#9313166)
and that book was?
Re:Parallelizing the Naughty Dog Engine Using Fibers [video]
by NathanKP on Thursday April 02, 2015 @05:22PM
(#9313310)
Sorry should have thought to include a link:
http://www.amazon.com/Real-Time-Strategy-Programming-Wordwar...
Most of the technical stuff about Direct X is obviously hopelessly outdated now, but it was pretty cool stuff back in 2000 or so when teenage me wanted to learn coding by playing around writing games. :P
For example they discussed how they achieved 60 FPS with a pipeline that essentially works on 3 frames in parallel: 1 frame of logic, the next frame of graphics, and the the next frame in GPU rendering phase.
I remember reading a really interesting book by a dev who had worked on RTS games like Total Annihilation, and Age of Empires and this was a technique that he talked at length about as essential to the performance of those games on the hardware of that time. I learned a lot from that book, including how to make efficient path finding, AI, etc.
It's nice to see that fundamental techniques like that are still useful to this day.