Successfully implementing a multi-threaded system for a game requires a good understanding of the theory. But there are also many "tricks of the trade" that experienced developers use in practice. This is particularly the case for AI since it interacts with many other sub-systems...
In this panel from the Paris Game AI Conference '09, you'll learn about the practical sides of parallel programming. What can you do to build a cross platform system? How does parallelization fit with modular code? Where's a good place to get started when scaling up to multiple threads?
The files used during the presentation are available here:The Art of Multi-Threading Panel: From Implementation Strategies to Cross Platform Development Format: Mp4 The Art of Multi-Threading Panel: From Implementation Strategies to Cross Platform Development Format: MOV (QuickTime) The Art of Multi-Threading Panel: From Implementation Strategies to Cross Platform Development Format: MP3
Julien Hamaide is CEO and owner of an independent studio, Fishing Cactus, developer of mobile games. Previously, Julien was a technology guru at 10T Belgium working on the Totems game. Julien can be found on Twitter at @julienhamaide and also in our Special Report about Modern Pathfinding Techniques.
Markus Mohr at the time was Lead AI Systems Programmer on the R&D at Crytek GmbH, working on engine technology shared across multiple projects. Markus is currently the Lead Programmer on the Crysis 2 project, currently in development.
Björn Knafla is a Research Associate at the University of Kassel in Germany. He's most notably worked on Parallelizing a Real-Time Steering Simulation for Computer Games with OpenMP (paper, slides) and large scale crowd simulations with OpenSteer.
NOTE: You can find Bjoern's talk that preceded the panel discussion right here: Parallelization of Game AI: The Theory of Multi-threading Explained