by Adam Lake

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Chapter 4.13. Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks

Robert Jay Gould, Square-Enix

With the next generation of consoles and personal computers having dozens of smaller processing cores, developers will have to redesign the architecture of their game engines to take advantage of this processing power. In some areas, such as graphics and physics, various methods to achieve higher performance already exist. In general, there has been less success in adapting higher-level AI- and gameplay-related systems to massively multi-cored environments.

This gem presents one architecture and implementation that can be used for AI and gameplay systems capable of scaling through high concurrency. ...

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