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Frame from CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11" Plays via YouTube's privacy-enhanced embed

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

48 videos recommended on HN
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2 HN users recommended this talk2 months2015–2021 score 2.5
Years with an HN recommendation, 2007–2026

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

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.

“Jeff Preshing gave a really good introduction to atomics at CppCon 2014.[1]” (HN, 2015)

1 strong recommendations · 1 recommendations · 2 citations · Talks · intermediate

4 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@dougbinks Aug 2015 Recommends
on HN thread Implementing a lightweight task scheduler in C++
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]
Explains how atomic operations are implemented

Citations, criticism and jokes

@corysama May 2016 Cites it
on HN thread Parallelizing the Naughty Dog Engine Using Fibers [video]
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.
Ubisoft talk going deep on atomic ops, compared with Naughty Dog's
@gens Jan 2021 Cites it
on HN thread Ask HN: What are you working on?
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]
Ubisoft talk matching the commenter's own engine design

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