Abstract
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.
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© 2006 Springer-Verlag Berlin Heidelberg
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El Rhalibi, A., Merabti, M., Shen, Y. (2006). Improving Game Processing in Multithreading and Multiprocessor Architecture. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_81
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DOI: https://doi.org/10.1007/11736639_81
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-33423-1
Online ISBN: 978-3-540-33424-8
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