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Improving Game Processing in Multithreading and Multiprocessor Architecture

机译:在多线程和多处理器体系结构中改善游戏处理

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This paper explores the idea that future game consoles and computers may no longer be single processor units, but instead symmetrical multiprocessor units. If this were to occur games would need to be programmed with concurrency in mind so that they could take advantage of the additional processing units. We explore past research and works in the field of parallel computing to find principles applicable to computer game programming. Concepts such as the Flynn's classification, task, task-dependency graphs, dependency analysis, and Bernstein's conditions to concurrency are applied to computer game programming to develop a new model for computer games that is meant to replace the standard sequential game loop.
机译:本文探讨了未来的游戏机和计算机可能不再是单处理器单元,而是对称的多处理器单元的想法。如果发生这种情况,则需要考虑并发性来编写游戏,以便它们可以利用其他处理单元。我们探索过去在并行计算领域的研究和工作,以发现适用于计算机游戏编程的原理。 Flynn的分类,任务,任务依赖关系图,依赖关系分析和Bernstein的并发条件等概念被应用到计算机游戏编程中,从而开发出一种用于替代标准顺序游戏循环的计算机游戏新模型。

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