Anandtech s'est penché récemment sur les répercutions dans les jeux de
la technologie
Dual-Core adoptée par les futurs processeurs d'
Intel et
d'
AMD. Notre confrère met principalement l'accent sur le prometteur
moteur 3D
Unreal Engine 3 qui semble avoir été d'ores et déjà optimisé
pour une gestion massive de threads simultanés. Pour cet article,
Anandtech s'est entretenu avec
Tim Sweeney, PDG et fondateur d'Epic Game.
Implementing a multithreaded system
requires two to three times the development and testing effort of
implementing a comparable non-multithreaded system, so it's vital that
developers focus on self-contained systems that offer the highest
effort-to-reward ratio.
"You can expect games to take advantage of
multi-core pretty thoroughly in late 2006 as games and engines also
targeting next-generation consoles start making their way onto the PC.
Writing multithreaded software is very hard; it's about as unnatural to
support multithreading in C++ as it was to write object-oriented
software in assembly language. The whole industry is starting to do it
now, but it's pretty clear that a new programming model is needed if
we're going to scale to ever more parallel architectures. I have been
doing a lot of R&D along these lines, but it's going slowly."
Lire l'article sur la gestion multi-threads dans les jeux vidéo