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Feature: 'Debugging Concurrency'

In today's second feature article, Philippe Paquet, the Core Technology Manager for Driv3r and Stuntman creator Reflections, discusses the tricky and increa...

Simon Carless, Blogger

June 6, 2005

1 Min Read
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In today's second feature article, Philippe Paquet, the Core Technology Manager for Driv3r and Stuntman creator Reflections, discusses the tricky and increasingly important issue of debugging code on multi-core processors. Paquet comments in his introduction to the piece: "In July 2000 Apple brought dual-processing to its PowerMac line and symmetric multiprocessing (SMP) became officially mainstream. Less than 4 years later, Intel introduced a feature called "Hyperthreading" to their IA-32 processor line and simultaneous multithreading (SMT) became mainstream too. Before the end of the year, we will see Intel, AMD and Microsoft introducing multi-core processors to the masses. Multithreaded applications are now a fact of life and probably the only way toward maximum performance. Unfortunately, with multithreaded applications come a new class of bugs which challenge even the most experienced programmers." You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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