Task-Based/Parallel Game Engine Architecture


Look at me now, uh, look at me now, yeah!

Lately I’ve been looking into creating a game engine to learn more about C++ and low level game development, which lead me into thinking about topics such getting the most out of any rig through multithreading. The answer for the time being are task-based architectures.

I’m going to leave some useful resources I’ve found.

Videos (watch them in this order if you are new to the topic, skip the first one if you aren’t but want to gain more technical knowledge):


UPDATE 31/08/2013

Changed the videos order to be content wise. The first video will explain the practical usage/results of the topic (showing a live 3D demo of a particle system with AI) while the latter two will indulge your technical/implementation need.


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