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发表于 2008-2-16 11:54 · 山东
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Insomniac's SPU Programming Practices
Speaker: Mike Acton (Engine Director, Insomniac Games)
Date/Time: Wednesday (February 20, 2008) 4:00pm — 5:00pm
Location (room): Room 3004, West Hall
Track: Programming
Experience Level: Advanced
Session Description
Insomniac is now on its third generation PlayStation 3 game and technology. Mike Acton, engine director, and Eric Christensen, principal engine programmer, will describe in detail the state of Insomniac's proprietary engine from RESISTANCE: FALL OF MAN and RATCHET AND CLANK FUTURE: TOOLS OF DESTRUCTION to our current project. This talk will describe the steps taken to understand the SPU, fit more code and data on the SPU, and the steady progression toward a state where the SPUs dominate our game update. Developing an engine from the ground up on any platform is a diffi*** task. This talk will cover what went wrong, what went right, and what steps are being taken to continue in a direction that we keep Insomniac on the competitive edge and prepare the studio for future platforms. This presentation will include concrete examples of some of key systems and how they've been improved over time. Step by step code examples will be used to answer common questions related to SPU programming methods, including Insomniac's techniques for breaking the 256k barrier. Details on Insomniac's use of "SPU Shaders" and the benefits of that system will also be covered.
Idea Takeaway
Attendees will be presented with large set of concrete problems and issues related to SPU programming and the details of the solutions that Insomniac has successfully used. Programmers should come away from this presentation with rules-of-thumb, practical techniques and gotchas that can be applied immediately to any project.
Intended Audience
This presentation is intended for experienced SPU programmers interested in both code/data design and low-level optimization techniques. Attendees should be familiar with the SPU instruction set and common memory transfer techniques. |
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