Title
Searching for Concurrent Design Patterns in Video Games
Abstract
The transition to multicore architectures has dramatically underscored the necessity for parallelism in software. In particular, while new gaming consoles are by and large multicore, most existing video game engines are essentially sequential and thus cannot easily take advantage of this hardware. In this paper we describe techniques derived from our experience parallelizing an open-source video game Cube 2. We analyze the structure and unique requirements of this complex application domain, drawing conclusions about parallelization tools and techniques applicable therein. Our experience and analysis convinced us that while existing tools and techniques can be used to solve parts of this problem, none of them constitutes a comprehensive solution. As a result we were inspired to design a new parallel programming environment (PPE) targeted specifically at video game engines and other complex soft real-time systems. The initial implementation of this PPE, Cascade, and its performance analysis are also presented.
Year
DOI
Venue
2009
10.1007/978-3-642-03869-3_84
Euro-Par
Keywords
Field
DocType
performance analysis,open-source video game,video game engine,video games,concurrent design patterns,complex soft real-time system,new gaming,existing video game engine,large multicore,new parallel programming environment,comprehensive solution,complex application domain,design pattern
Game programming,Concurrent engineering,Computer science,Parallel computing,Software,Application domain,Dependency graph,Multi-core processor,Game development tool,Distributed computing
Conference
Volume
ISSN
Citations 
5704
0302-9743
7
PageRank 
References 
Authors
0.66
5
12
Name
Order
Citations
PageRank
Micah J. Best1392.77
Alexandra Fedorova2118461.05
Ryan Dickie391.16
Andrea Tagliasacchi471631.90
Alex Couture-Beil5614.21
Craig Mustard6424.54
Shane Mottishaw7281.59
Aron Brown870.66
Zhi Feng Huang91376.35
Xiaoyuan Xu10345.75
Nasser Ghazali1170.66
Andrew Brownsword12744.78