Original Post
I recently came across this SIGGRAPH presentation from ID Software, via the ATOM game's blog. I've been writing an engine based on double-buffered game-states for 6 months or so in my spare time and I'd be interested in hearing if anyone else here is looking into this technique too. My engine hasn't reached the point yet where I'm able to do any meaningful tests to see whether this system is really worthwhile, and so far I've had this lingering thought that I might be wasting my time on this system. After reading ID's talk though, I'm feeling reassured. Despite having implemented a system similar to what ID are describing in this presentation, the implications of such a system never occurred to me until I read this:
Quote:Has anyone else thought about this? I mean, being able to run all of our game logic on the GPU has got to be a good thing™, doesn't it? [Edited by - Hodgman on August 31, 2008 10:45:20 PM]
Timothy Farrar's Blog: Note Jon's game parallelization for game entities description exactly parallels current GPU function. Majority of code only gathers data from previous frame (texture fetch of results from previous frame), and writes to self (writing to multiple render targets). One sync point, massive easy parallelism.