This lecture on the Programming Track for GDC 2006 will be given by Pete Isensee. I haven’t been doing enough C++ lately - it’s been crowded out of my schedule by so much other technology - Web 2.0 experiments, SVG and W3C reading and … well, surfing.
I really enjoyed the talk a few years back on how they ported DirectX to the original Xbox and I also got a kick out of a GDC talk on advanced compiler optimizations for C++. I think this one could be right up my alley. Of course I like to be an informed attendee, so I’m going to do some research on the issue raised here and get some background. That should get me ready to get the most out of this lecture - if I get it into my schedule. The list of sessions I’m building up here goes along with Jeff’s post on Scrum yesterday and mine on TDD the other day.
It sounds like the issues they’re talking about revolve around optimizations for a few deep instruction pipelines in processor versus multiple processing units with shallow pipelines. The differences here are in parallel code execution and costs of branches.
Read the rest of “GDC 2006: C++ on Next-Gen Consoles: Effective Code for New Architectures”…