I presented this to the team a long time ago when we switched from PlayStation 3 to PlayStation 4 development at Naughty Dog. Even though it is a couple of years old, the contents is still very relevant. It is an introduction into memory barriers and?CPU cache architectures. It talks about?how CPUs deal with sharing […]
Articles In Category 'Game Coding'
Multi-core programming and cache coherency
November 10th, 2017 by swedishcoding_1ggc23 — Comments Off on Multi-core programming and cache coherency
GDC 2015 Presentation – Parallelizing the Naughty Dog Engine
March 8th, 2015 by swedishcoding_1ggc23 — Comments Off on GDC 2015 Presentation – Parallelizing the Naughty Dog Engine
Hello all, First off. A big ‘Thank You’ to all of you that came to my talk at GDC this year. Now, here is my GDC 2015 presentation as Power Point – 4.08 MiB?and PDF – 9.30 MiB. Enjoy! Cheers, Christian
Perforce Server Tips and Tricks
April 16th, 2011 by swedishcoding_1ggc23 — No Comments
I have spent quite a bit of time understanding how Perforce works under the hood and experimented with various configurations in an attempt to tame this wild beast. Here is a collection of things that I have learned throughout the years which might or might not be known to the average person configuring a Perforce […]
Are we out of memory?
August 31st, 2008 by swedishcoding_1ggc23 — No Comments
If I had a dollar every time I heard the question “Do we not have any more memory?” When I ask the question “How much memory are you using for subsystem X?”, very few developers know the answer. It is usually a smaller or bigger ballpark but no definite answer. Memory for any application is […]