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Tue 7 Jul 2009, 18:07

Highlights and Challenges During Ghostbusters Development, Part 4


On Tue 7 Jul 2009, at 18:07, Intel Software Network Blogs » Gaming wrote:

Highlights and Challenges During Ghostbusters Development, Part 4
Synchronization between threads in the Infernal Engine Thread synchronization is a complicated problem and rarely discussed in practice. We came to our own conclusions via experimentation and what worked well for us during the production of Ghostbusters. Ghostbusters used two kinds of synchronization primitives, "crude locks" and "critical sections". A crude lock is [...]
Filed under: GamingVisual Computinggame developmentGPAMulti-Core
Source: Intel Software Network Blogs » Gaming
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