Here’s an article describing some use of Valve’s multi-core strategy for their engine. Obviously lacking enough technical depth… but the one interesting tidbit is that the short-term multi-core optimizations will be added in with the release of Episode 2. That’ll be interesting to see how effecient they are:
Valve Hardware Day: Multi-Core CPUs
Archive for November 6th, 2006
Valve support of multi-core
Monday, November 6th, 2006Really old posts
Monday, November 6th, 2006Some posts and articles from way back for my reference, so I don’t lose the urls:
http://groups.yahoo.com/group/os2-opengl/message/2?source=1 - From 1996, John Carmack discussing the differences between OpenGL and Direct3D.
http://www.bluesnews.com/cgi-bin/finger.pl?id=1&time=20000429013039 - From 2000, Carmack’s plea to the video card hardware industry to support higher than 32-bit textures.
Optimizing Pixomatic:
Part 1 - http://www.ddj.com/184405765
Part 2 - http://www.ddj.com/184405807
Part 3 - http://www.ddj.com/184405848
Written in 2004, Michael Abrash on what he learned while writing Pixomatic (software 3d renderer written from scratch).