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Game Engine Architecture, 3rd Edition
book

Game Engine Architecture, 3rd Edition

by Jason Gregory
July 2018
Beginner to intermediate
1240 pages
34h 30m
English
A K Peters/CRC Press
Content preview from Game Engine Architecture, 3rd Edition

4 Parallelism and Concurrent Programming

DOI: 10.1201/9781315267845-5

Computing performance—typically measured in millions of instructions per second (MIPS) or floating-point operations per second (FLOPS)—has been improving at a staggeringly rapid and consistent rate over the past four decades. In the late 1970s, the Intel 8087 floating-point coprocessor could muster only about 50 kFLOPS (5 × 104 FLOPS), while at roughly the same time a Cray-1 supercomputer the size of a large refrigerator could opeate at a rate of roughly 160 MFLOPS (1.6 × 108 FLOPS). Today, the CPU in game consoles like the Playstation 4 or the Xbox One produces roughly 100 GFLOPS (1011 FLOPS) of processing power, and the fastest supercomputer, currently China’s Sunway ...

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Publisher Resources

ISBN: 9781351974271