Frame from CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11" Plays with YouTube's privacy-enhanced embed

CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"

Open on YouTube First HN thread

2 HN users recommended this talk in 2 different months between 2015 and 2021.

2007–2026
1 strong recommendation 1 recommendation 2 citations HackerTube score 2.5

Recommended as a clear, practical introduction to atomics and lock-free programming in C++.

CppCon 2014 talk by Jeff Preshing on how Ubisoft Montreal developed games for multicore hardware, before and after C++11 concurrency support. It goes into atomics and lock-free programming in practice.

Pull quote: “Jeff Preshing gave a really good introduction to atomics at CppCon 2014.[1]” (HN, 2015)

Also tagged: lock-free programming, c++11, atomics, multicore, game engines, concurrency

What Hacker News said

4 labeled comments from the HN archive; up to 20 are kept per video, favoring different commenters. Each one links back to the original thread.

Recommends dougbinks August 2015 under Implementing a lightweight task scheduler in C++
Explains how atomic operations are implemented
For those interested in the implementation of atomic operations see Jeff Preshing's "How Ubisoft Develops Games for Multicore - Before and After C++11", especially after 15m55s in on the video, or slide 37 of the pdf on github. Video: [this video] PDF: [link]

Citations, criticism and jokes

Ubisoft talk going deep on atomic ops, compared with Naughty Dog's
Similar talk: CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11" [this video] Ubisoft's talk spends more time getting into the weeds with atomic ops. Naughty Dog's is more of an architecture discussion. If you can only watch one, I'll recommend Naughty Dog's.
Cites it gens January 2021 under Ask HN: What are you working on?
Ubisoft talk matching the commenter's own engine design
I'm making a game/engine with efficiency/performance as a top goal. I'v spent years thinking about the design. And after i figured it out, i found a talk from an Ubisoft employee that is mostly what i came up with. The problems are many, especially since i want to support multiplayer. The biggest solutions are around how data is transformed and scheduling the code that transforms it, more or less. The talk: [this video]

Keyboard shortcuts

/
Search
j k
Next / previous video in a list
Enter
Open the focused video
l
Like (on a video page)
w
Watch later (on a video page)
?
This help
Esc
Close