
Multithreading the Entire Destiny Engine
About this video
A 2015 GDC talk by Bungie's Barry Genova on how Destiny's engine was restructured into a job graph with limited thread pre-emption. It is aimed at programmers of demanding game engines.
Why it appears in the archive
HN points to it as a real-world example of game engine multithreading and of safety annotations in C.
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From the Hacker News discussion
Here’s a good talk on a system used for the PS4 - [LINK] And another one on multithreading a cross platform game - [VIDEO] There’s also this talk - [LINK] which talks about collision detection and collision resolution on the GPU that actually explains the architecture of the cpu engine quite well and shows what parts are serial and what parts are well parallelised.
Read original comment ↗Are there any AAA game studios using or evaluating Rust yet? I saw some GDC talks about the multithreaded game engine for Bungie's Destiny game. Given the debugging and QA challenges of their multithreaded architecture, something like Rust's ownership model seems like a good fit. Does the Rust toolchain support Xbox and PlayStation? * Destiny's Multithreaded Rendering Architecture: [LINK] * Multithreading the Entire Destiny Engine: [VIDEO]
Read original comment ↗"Multithreading the Entire Destiny Engine" is a 2015 GDC talk by Bungie's Barry Genova explaining how Bungie turned almost every part of Destiny's engine into a job graph that can be processed in parallel. [VIDEO]
Read original comment ↗> But, what would be your design criteria for the new language? I'd aim for somewhere between Rust and <other_imperitive_languages>. I'm certainly not qualified to speak with any authority on the matter of provably correct programs, but it seems to me there's a middle ground there that has yet to get a lot of attention. Something like C, but with markup describing data lifetimes, value ranges, permissible access, etc. The guys at Bungie did something similar for Destiny: [VIDEO] There are also some PHd folks working on adding type annotations to C and restricting aliasing rules. Those annotations/rules get fed through a solver that proves it's free of latent memory bugs. As far as I remember they're trying to prove the Android thread scheduler. I couldn't find the talk/slides, but it turns out that's hard in C, but with a brand new language you could probably do it pretty easily (easily being a few man-years, instead of tens of).
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