Friday, May 28, 2010

STHLM Game Developer Forum talk

I held a talk at the new Stockholm Game Developer Forum mini-conference yesterday, did an updated version of my "Parallel Futures of a Game Engine" (v2.0).

Quite a lot have happened within 6 months since the first version of the talk; such as us having released Battlefield: Bad Company 2 with great success (5 million copies sold!), Intel killed Larrabee as a discrete GPU, AMD released more details of Fusion as well as interesting work experiences that I myself & our team have had. For example: porting DX11 compute shader to pipelined SPU SoA vector intrinsics.

So just had to update the presentation a bit and gear it towards the senior game developers in the audience instead of IHVs / platform providers that were the main audience in the first one.


(.ppt version to download is available on http://publications.dice.se)

Thanks to The Royal Institute of Technology (KTH) here in Stockholm for hosting the new conference and to everyone helped organized it. Was a great show up of world class senior game programmers here around the Stockholm region and think this was the start for something big.

See you next year!


BTW, don't miss Niklas Frykholm's (Bitsquid) slides from the same conference about Practical Examples in Data Oriented Design, very related and good stuff!

5 comments:

Sam Martin said...

Good to see a virtual ISA has been added to your list! I keep meaning to blog aout that.

Note you're still resisting the call of functional languages though? ;)

repi said...

Thanks Sam.

I'm not against functional languages per say, the opposite actually: think they can be an important part going forward.

Though I do not think they are an absolute solution and don't want it as a single base solution for all DP / highly parallel or compute heavy code.

So please do keep going with all the research and interesting uses & development of functional languages! :)

Sam Martin said...

yep. Completely agree with that!

ent said...

Hi!

One more time I loved reading this new version of the presentation.

I have a question regarding the timeline profiler that appears on page 17. Is it really realtime? I assume that what you are showing is the result of recording a few frames. Is that correct?

Thank!

repi said...

Thanks Ent!

Yes the timing view is real-time and shows every frame & is updated every frame. Fortunately though we have a command to lock it to show a static snapshop that we can then just press a key to update again.

Without this it would be quite difficult to read it :)