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GDC '15 - Multithreading the Entire Destiny Engine


It's been a while since we've seen a Bungie presentation from the GDC (David Candland's UI talk back in April of last year was our most recent one), but a new one has been uploaded to the GDC's Youtube page. In their own words:

"Bungie's Barry Genova explains how Bungie turned almost every part of Destiny's engine into a job graph, with only limited use of thread-based pre-emption."

Sounds like valuable insight into Destiny's engine and the testing that goes into it, especially for those who think that making a change to the game is as simple as "changing a few values", or "adding if/then scripts".
Thanks, INSANEdrive, for the heads up!

Edit: Pyromancy highlighted a previous GDC talk that is referenced in the above presentation, where former Bungie employee Natalya Tatarchuk discusses Destiny's Multithreaded Rendering Architecture, which has been reported on before in a different capacity. Lots of neat stuff to read and watch!

TAGS: GDC, Engine, Design
Korny | Jan 24, 2017 01:32 pm | link

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