How we did it:
This practical book includes a tutorial of the entire set of Windows and .NET APIs required to write concurrent programs. Because so much of the threading and synchronization features of the platform are Windows-general, the author, Joe Duffy, focuses first on the general behavior and then on the API details of native and managed code. Interspersed among the tutorial are many difficult-to-discover, useful insights, and internal details about how things work.
With the new C++ Standard and Technical Report 2 (TR2), multi-threading is coming to C++ in a big way. TR2 will provide higher-level synchronization facilities that allow for a much greater level of abstraction, and make programming multi-threaded applications simpler and safer. Concurrent programming is required if programmers are to take advantage of the multi-core microprocessors increasingly available from Intel and others. The new standard for C++ has extensions to the language that make concurrent programming more accessible to regular developers. As a guide and reference to the new concurrency features in the upcoming C++ Standard and TR2, this book is invaluable for existing programmers familiar with writing multi-threaded code in C++ using platform-specific APIs, or in other languages, as well as C++ programmers who have never written multithreaded code before.
Maurice Herlihy, Nir Shavit
Revised and updated with improvements conceived in parallel programming courses, The Art of Multiprocessor Programming is an authoritative guide to multicore programming. It introduces a higher level set of software development skills than that needed for efficient single-core programming. This book provides comprehensive coverage of the new principles, algorithms, and tools necessary for effective multiprocessor programming. Students and professionals alike will benefit from thorough coverage of key multiprocessor programming issues. This revised edition incorporates much-demanded updates throughout the book, based on feedback and corrections reported from classrooms since 2008 Learn the fundamentals of programming multiple threads accessing shared memory Explore mainstream concurrent data structures and the key elements of their design, as well as synchronization techniques from simple locks to transactional memory systems Visit the companion site and download source code, example Java programs, and materials to support and enhance the learning experience
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.