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CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"

CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11" on HackerTube: recommended by 2 Hacker News commenters across 2 separate months, 2015–2021.

CppCon

talk · intermediate · evergreen

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CppCon 2014 talk by Jeff Preshing on how Ubisoft Montreal developed games for multicore hardware, before and after C++11 concurrency support. It goes into atomics and lock-free programming in practice.

Why Hacker News recommends it

Recommended as a clear, practical introduction to atomics and lock-free programming in C++.

people recommended it
2
separate months
2
strong recommendations
1
discussed on HN
2015–2021
“Jeff Preshing gave a really good introduction to atomics at CppCon 2014.[1]”
— zamalek, Feb 2015, in “Comparison: Lockless programming with atomics in C++ 11 vs. mutex and RW-locks”

What HN commenters said

4 Hacker News comments link this video. Each one links back to its thread.

zamalekFeb 2015Strongly recommends

Jeff Preshing gave a really good introduction to atomics at CppCon 2014.[1] He explains it so clearly that 1 day later I had a fully tested lock-free work stealing queue and a queue. One of my favorite talks of last year. [1]: ▶ this video

in “Comparison: Lockless programming with atomics in C++ 11 vs. mutex and RW-locks” · View on HN

dougbinksAug 2015Recommends

For those interested in the implementation of atomic operations see Jeff Preshing's "How Ubisoft Develops Games for Multicore - Before and After C++11", especially after 15m55s in on the video, or slide 37 of the pdf on github. Video: ▶ this video PDF: [link]

in “Implementing a lightweight task scheduler in C++” · View on HN

gensJan 2021Cites it

I'm making a game/engine with efficiency/performance as a top goal. I'v spent years thinking about the design. And after i figured it out, i found a talk from an Ubisoft employee that is mostly what i came up with. The problems are many, especially since i want to support multiplayer. The biggest solutions are around how data is transformed and scheduling the code that transforms it, more or less. The talk: ▶ this video

in “Ask HN: What are you working on?” · View on HN

corysamaMay 2016Cites it

Similar talk: CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11" ▶ this video Ubisoft's talk spends more time getting into the weeds with atomic ops. Naughty Dog's is more of an architecture discussion. If you can only watch one, I'll recommend Naughty Dog's.

in “Parallelizing the Naughty Dog Engine Using Fibers [video]” · View on HN

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