I don't update this site very often. It's primarily used to publish talks and host the web site of a game I made a decade ago. Believe it or not, people are still playing it :) For those interested I now work as a game developer at EA DICE, leading a team focused on memory, io, performance, team productivity and more.
A 2D two-player split screen action game :)
A really simple Winamp/computer timer. Very old but still popular :)
A talk given at Sthlm Game Developer Forum on how to incrementally make object oriented code more cache friendly.
The first part of the thesis is an overview of the paradigmatic shift to parallelism that is currently taking place. It explains why processors need to become parallel, how they might function and which types of parallelism there are. Given that information, it explains why threads and locks is not a suitable programming model and how threading is being improved and used to extract parallel performance. It also covers the problems that await new parallel programming models and how they might work. The final chapter surveys the landscape of existing parallel software and hardware projects and relates them to the overview. The overview is intended for programmers and architects of desktop and embedded systems.
The second part explains how to use C++'s upcoming memory model and atomic API. It also relates the memory model to classical definitions of distributed computing in an attempt to bridge the gap in terminology between the research literature and C++. An implementation of hazard pointers and a lock-free stack and queue are given as example C++0x code. This part is aimed at expert C++ developers and the research community.Download pdf (about 850kb) Download code (about 20kb)
These are slides from some C++ related talks I've held. Game developers beware, many of them are not very applicable to console development :)Generic programming introduction - An introduction to generic programming and a comparison with object orientation