Skip to content
HomeVideos
AllLongsCategoriesPlaylists
BooksBlogsPodcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K

    Multithreading the Entire Destiny Engine

    GDC Festival of Gaming

    1 HN recommender · recommended in 4 months, 2017–2022

    YouTube

    59:34 · 65K views · Jan 22, 2017

    A 2015 GDC talk by Bungie's Barry Genova on how Destiny's engine was restructured into a job graph with limited thread pre-emption. It is aimed at programmers of demanding game engines.

    HN points to it as a real-world example of game engine multithreading and of safety annotations in C.

    Games & Game DevelopmentGame programming & enginesSoftware performance & optimization
    1. 1:06:37
      Destiny's Multithreaded Rendering ArchitectureGDC Festival of Gaming45K views • 10 years ago
    2. 1:49:07
      I Shot You First: Networking the Gameplay of Halo: ReachGDC Festival of Gaming58K views • 8 years ago
    3. 1:04:04
      Overwatch Gameplay Architecture and NetcodeGDC Festival of Gaming196K views • 7 years ago
    4. 1:04:33
      CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"CppCon53K views • 12 years ago
    5. 59:38
      8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2GDC Festival of Gaming95K views • 7 years ago
    6. 2:50:14
      Simple Code, High PerformanceMolly Rocket464K views • 5 years ago
    7. 1:13:51
      Handmade Hero Day 001 - Setting Up the Windows BuildMolly Rocket465K views • 11 years ago
    8. 1:07:09
      Dennis Gustafsson – Parallelizing the physics solver – BSC 2025Better Software Conference78K views • 1 year ago
    9. 31:00
      Exploring the Tech and Design of NoitaGDC Festival of Gaming288K views • 6 years ago
    10. 1:11:48
      HandmadeCon 2015 - Mike ActonMolly Rocket102K views • 10 years ago
    11. 26:56
      The Implementation of Rewind in BraidGDC Festival of Gaming141K views • 9 years ago
    12. 59:47
      Failing to Fail: The Spiderweb Software WayGDC Festival of Gaming570K views • 8 years ago
    13. 1:07:22
      HandmadeCon 2015 - Pat WyattMolly Rocket33K views • 10 years ago
    14. 27:56
      Unity DOTS vs Handbuilt: Sample ProjectNick Caston687K views • 6 years ago
    15. 1:07:26
      Procedurally Crafting Manhattan for Marvel's Spider-ManGDC Festival of Gaming89K views • 7 years ago
    16. 54:53
      Miguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake #GodotCon2023Godot Engine27K views • 2 years ago
    17. 50:00
      Killing the Walk MonsterMolly Rocket59K views • 6 years ago
    18. 1:22:13
      HandmadeCon 2016 - History of Software Texture Mapping in GamesMolly Rocket15K views • 9 years ago
    19. 1:28:30
      Breaking Conventions with The Legend of Zelda: Breath of the WildGDC Festival of Gaming565K views • 9 years ago
    20. 1:02:49
      Reboot Develop 2017 - Jonathan Blow, Thekla Inc. / Making Game Programming Less TerribleReboot Develop113K views • 9 years ago

    4 comments from Hacker News

    1. @maccardOct 2017· in “How Unreal Renders a Frame”

      Here’s a good talk on a system used for the PS4 - [LINK] And another one on multithreading a cross platform game - this video There’s also this talk - [LINK] which talks about collision detection and collision resolution on the GPU that actually explains the architecture of the cpu engine quite well and shows what parts are serial and what parts are well parallelised.

      RecommendsView on HN
    2. @jesse__Dec 2022· in “In what programming language would you write new OS?”

      > But, what would be your design criteria for the new language? I'd aim for somewhere between Rust and <other_imperitive_languages>. I'm certainly not qualified to speak with any authority on the matter of provably correct programs, but it seems to me there's a middle ground there that has yet to get a lot of attention. Something like C, but with markup describing data lifetimes, value ranges, permissible access, etc. The guys at Bungie did something similar for Destiny: this video There are also some PHd folks working on adding type annotations to C and restricting aliasing rules. Those annotations/rules get fed through a solver that proves it's free of latent memory bugs. As far as I remember they're trying to prove the Android thread scheduler. I couldn't find the talk/slides, but it turns out that's hard in C, but with a brand new language you could probably do it pretty easily (easily being a few man-years, instead of tens of).

      CitesView on HN
    3. @cpetersoApr 2017· in “Ask HN: Will Rust ever become a mainstream systems programming language?”

      Are there any AAA game studios using or evaluating Rust yet? I saw some GDC talks about the multithreaded game engine for Bungie's Destiny game. Given the debugging and QA challenges of their multithreaded architecture, something like Rust's ownership model seems like a good fit. Does the Rust toolchain support Xbox and PlayStation? * Destiny's Multithreaded Rendering Architecture: [LINK] * Multithreading the Entire Destiny Engine: this video

      CitesView on HN
    4. @cpetersoJan 2019· in “Game Loop”

      "Multithreading the Entire Destiny Engine" is a 2015 GDC talk by Bungie's Barry Genova explaining how Bungie turned almost every part of Destiny's engine into a job graph that can be processed in parallel. this video

      CitesView on HN