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Parallelizing the Naughty Dog Engine Using Fibers [video]

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Re: Parallelizing the Naughty Dog Engine Using Fibers [video]

#11

I've been working with golang for too long. Everytime I watch stuff like this it just looks like they're re-inventing goroutines, channels, and the go scheduler.

Programmers were using cooperative threading for decades before Go made the concept popular with the web crowd.

Re: Parallelizing the Naughty Dog Engine Using Fibers [video]

#12
post #6

It is interesting to see that the techniques they used were in many cases quite similar to techniques that were in use decades ago by game devs who had to struggle with much worse hardware. 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…

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.
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