One task that is pretty common in game development is to transform data according to some sort of hierarchical layout. Today, we want to take a look at probably the most well-known example of such a task: transforming joints according to a skeleton hierarchy.
Tag Archives: C++
Memory allocation strategies: a growing stack-like (LIFO) allocator
Continuing from where we left of last time, I would like to discuss how we can build growing allocators using a virtual memory system. This post describes how to build a stack-like allocator that can automatically grow up to a given maximum size.
Memory allocation strategies interlude: virtual memory
Before we can delve into the inner workings of growing allocators, I would like to explain the concept of virtual memory and discuss what it is, why it is needed, and what we can use it for.
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Memory allocation strategies: a pool allocator
As promised last time, today we will see how pool allocators can help with allocating/freeing allocations of a certain size, in any order, in O(1) time.
Memory allocation strategies: a stack-like (LIFO) allocator
Last time, we were looking at a linear allocator, probably the simplest of all memory allocators. This time, we will detail how to implement a non-growing stack-like allocator, along with conventional use-cases.
Memory allocation strategies: a linear allocator
During the next few weeks, I’d like to detail how the memory allocators inside Molecule work, starting with a simple, non-growing linear allocator today in order to cover some base first.
Building a load-balanced task scheduler – Part 4: False sharing
Even though a task scheduler can help with alleviating the burden of having to distribute small pieces of work to different threads, it cannot help preventing a few issues common in multi-threaded programming, especially in multi-processor environments.
Building a load-balanced task scheduler – Part 3: Parent-child relationships
Continuing from where we left off last time, this post explains how parent-child relationships are handled inside the task scheduler, and how streaming tasks can be split automatically by the scheduler.
Building a load-balanced task scheduler – Part 2: Task model
In this part of the series, we will discuss Molecule’s task model in detail, and have a look at the underlying C++ code and some subleties we need to watch out for, as well as some unique optimization opportunities.
Building a load-balanced task scheduler – Part 1: Basics
With multicore hardware becoming the norm in both PC/console-based gaming as well as on mobile platforms, it is crucial to take advantage of every processor core and thread being thrown at us developers. Therefore, it is important to build technology alleviating the task of writing correct, multi-threaded code.
In order to achieve that, this series will try to explain how to build a load-balancing, work-stealing task scheduler.