Beyond Framerate: Taming Your Timeslice Through Asynchrony

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In this 2017 GDC session, Havok's Ben Sunshine-Hill describes how to implement an asynchronous task processing system which can smooth CPU spikes, leverage idle cores, and guarantee an exact processing time limit for their AI step allowing programmers to still use complex and long-running AI computation in a real-time video game without compromising simulation quality. Register for GDC: Join the GDC mailing list: Follow GDC on Twitter: twitte