nulstein information 22 glöps
- general:
- level: user
- personal:
- first name: Jérôme
- last name: Muffat-Méridol
- 64k Windows B - Incubation by Ctrl-Alt-Test [web]
- extra points for the cuby-smoke
- rulezadded on the 2010-08-30 16:20:51
- 64k Windows spark by Rebels
- Liked it on the demoscene.tv feed, loved it once downloaded and played at 19x12! All these tiny lines are lovely like fine engraving
- isokadded on the 2010-08-30 16:20:06
- 4k Windows Light Rythm by Alcatraz [web] & Rebels
- loved it on the demoscene.tv feed , loved it even better once downloaded
- rulezadded on the 2010-08-30 16:17:38
- demo Windows Finally Inside by Still [web]
- Really like the mood of this !
Why didn't I go to Evoke??? Why didn't I go to Evoke??? Why didn't I go to Evoke??? Why didn't I go to Evoke???
- rulezadded on the 2010-08-30 15:30:05
- demo Windows Agenda Circling Forth by Fairlight [web] & Carillon & Cyberiad [web]
- "gritty and smooth" at the same time, really interesting.
- rulezadded on the 2010-04-19 14:05:38
- demotool Windows nulstein by Nulstein
- the talk was fantastic? Man, I wouldn't have thought anyone would say that...
Fractals are a good example for the reason you state, chaos, but also because splitting is awkward: you can't break the load in equal cpu-time chunks... You have to load balance as you go and task-stealing is really good in that sort of case.
note to self: need to work on my examples-coolness skillz
note to others: next iteration of nulstein still has the big cubes but also has the lil' cubes replaced by point-lights (much cooler :) ) - isokadded on the 2010-03-08 14:34:39
- demotool Windows nulstein by Nulstein
- the article on how this works has been published on Gamasutra too, now.
http://www.gamasutra.com/view/feature/4287/sponsored_feature_doityourself_.php
Thsi has finally prompted me to comment on the difference with Jobswarm:
"JobSwarm (http://code.google.com/p/jobswarm/) is the simplest approach possible: there is one circular buffer that serves as a job queue, and worker threads pump from it as they need. What happens with this sort of configuration is that the queue soon becomes the main contention point. As the size of the jobs gets smaller, the overhead of accessing it increases. The impact is minimal in JobSwarm because of another aspect of it: only the main thread can submit work. If this is enough for your application, then this is pretty much as simple as it can get.
In TBB (and nulstein), a task can be further subdivided (i.e. it can spawn more tasks). This makes it almost trivial to cut&dice your workload: tasks spawn more tasks and split further until we have workloads that don't benefit from being split further. There are two big consequences to this feature: you can't have one big centralized queue as it would cause too much contention, you need a queue per worker thread. This leads to the second issue, imbalance: some tasks take more time than others and this implies some queues empty faster than others. The solution is "work stealing" which, in effect, ends up load-balancing the system. "
Thought I might as well copy the answer here as question was asked here first. - isokadded on the 2010-03-05 13:42:44
- demotool Windows nulstein by Nulstein
- My article explaining how this works is now online on Intel Software Network:
http://software.intel.com/en-us/articles/do-it-yourself-game-task-scheduling/ - isokadded on the 2009-11-06 15:52:10
- 4k procedural graphics Windows The Jam Factory by Loonies [web]
- bloody jam!
- rulezadded on the 2009-10-19 16:25:40
- demotool Windows nulstein by Nulstein
- TBB is only fat if you look at it from a 64K perspective... nulstein is fat if you look at it from a 4K perspective, too :)
There are two goals to this:
- make a "working scale model" of TBB that makes it easier to understand the basic concepts of task scheduling
- explore simple ways to make a game engine scale over more than a few cores
note to self: look jobswarm up
- isokadded on the 2009-10-18 10:07:33
account created on the 2008-08-12 12:31:27