Job System 2.0: Lock-Free Work Stealing – Part 1: Basics

Back in 2012, I wrote about the task scheduler implementation in Molecule. Three years have passed since then, and now it’s time to give the old system a long deserved lifting.

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Game Engine Gems 3

I’m proud and excited to announce that both my proposals for Game Engine Gems 3 have been accepted! The book is due GDC 2016, so make sure to pick it up once it’s released.

Hopefully this will get me back into the habit of writing a bit more. I have plenty of new (and also old!) topics to write about, but I’m really lacking the time at the moment.

Stateless, layered, multi-threaded rendering – Part 4: Memory Management & Synchronization

The last post of this series basically concluded with the following questions: how do we efficiently allocate memory for individual command packets in the case of multiple threads adding commands to the same bucket? How can we ensure good cache utilization throughout the whole process of storing and submitting command packets?

This is what we are going to tackle today. I want to show how bad allocation behavior for command packets can affect the performance of the whole multi-threaded rendering process, and what our alternatives are.

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