Adventures in multithreaded gameplay coding

This session gives insight into how gameplay was programmed for Super Stardust HD (PS3) and Dead Nation (PS3) and discusses future direction on how to make gameplay programming both easier, faster and how to make it scale into multiple computing cores at the same time. The talk will contain specific lower level (C++) discussion, though some of the principles can be utilized by any language/platform.

Author: Jere Sanisalo

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