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C++ on Next-Gen Consoles: Effective Code for New Architectures
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SKU GDC-06-032
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C++ on Next-Gen Consoles: Effective Code for New Architectures,
1549

Programming, Lecture

Pete Isensee
Lead Software Design Engineer, Microsoft Xbox
At GDC 2005, Chris Hecker stated that average game code is going to run slower on next-generation consoles than on the current generation. In many ways, he’s right. Programmers accustomed to having CPU silicon devoted to out-of-order execution units and instruction pipelining are in for a rude awaking. A few brave souls will turn to assembly language optimizations, but what about the rest of us who use C++ on a daily basis? This talk is for you. Find out how to write C++ code that runs like a dream on next-generation consoles.

Xbox 360 and PlayStation 3 feature multiple cores with simple pipelines –- a very different architecture than past consoles or PCs. Programming these consoles is going to require new techniques and a new mindset. Game developers need help when it comes to creating multi-threaded game engines that optimize for cache coherency, avoid branches, and take advantage of the mathematical horsepower available rather than avoiding extra calculations. This lecture is based on real-world experience with software libraries and game titles coming to grips with in-order execution and large memory latencies. Developers will come away not only understanding the issues, but having the guidelines and examples they need to write effective code for next-gen consoles.

C++ programmers writing code that will run on next-generation consoles like Xbox 360 and PS3.

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