Game Engineering for a Multiprocessor Architecture
Keywords:
concurrency, parallelism, threads, processes, game loop, task-dependency graphs, cyclic-task-Abstract
This paper explores the idea that future game consoles and computers may no longer be single processor units, but instead symmetrical multiprocessor units. If this were to occur games would need to be programmed with concurrency in mind so that they could take advantage of the additional processing units. We explore past research and works in the field of parallel computing to find principles applicable to computer game programming. Concepts such as the Flynn’s classification, task, task-dependency graphs, dependency analysis, and Bernstein’s conditions to concurrency are applied to computer game programming to develop a new model for computer games that is meant to replace the standard sequential game loop.Downloads
Published
2005-01-01
Bibtex
@Conference{digra164, title ="Game Engineering for a Multiprocessor Architecture", year = "2005", author = "El, Rhalibi Abdennour and England, David and Costa, Steven", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/164}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.