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A New Architecture for Games and Simulations Using GPUs | Joselli | INFORMATION TECHNOLOGY IN INDUSTRY
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <link rel="icon" type="image/ico" href="https://it-in-industry.com/index_files/icon.gif"/> <title>A New Architecture for Games and Simulations Using GPUs | Joselli | INFORMATION TECHNOLOGY IN INDUSTRY</title> <meta name="description" content="A New Architecture for Games and Simulations Using GPUs"> <meta name="keywords" content="Digital Games, Game Architecture, GPGPU, Game Physics, Game AI, Flocking Boids"> <meta name="DC.Contributor.Sponsor" xml:lang="en" content=""> <meta name="DC.Creator.PersonalName" content="Mark Joselli"> <meta name="DC.Creator.PersonalName" content="Cristina Nader Vasconcelos"> <meta name="DC.Date.created" scheme="ISO8601" content="2014/04/08"> <meta name="DC.Date.dateSubmitted" scheme="ISO8601" content="2014/04/08"> <meta name="DC.Date.issued" scheme="ISO8601" content="2014/04/08"> <meta name="DC.Date.modified" scheme="ISO8601" content="2014/04/08"> <meta name="DC.Description" xml:lang="en" content="Multi-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its use for processing different data. This advantage can be used in game development to optimize the game loop. As reported in the literature, GPGPUs have been used in processing some steps of the game loop, while most of the game logic is still processed by the CPU. This proposal differs by presenting an architecture designed to process practically the entire game loop using the GPU. Two test cases, a crowd simulation and a 2D game shooter prototype called GpuWars, are presented to illustrate the proposed architecture."> <meta name="DC.Format" scheme="IMT" content="application/pdf"> <meta name="DC.Identifier.pageNumber" content="6-16"> <meta name="DC.Identifier.URI" content="http://it-in-industry.com/issue/archive/22.html"> <meta name="DC.Language" scheme="ISO639-1" content="en"> <meta name="DC.Rights" content=" Authors who publish with this journal agree to the following terms: Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access ). "> <meta name="DC.Source" content="INFORMATION TECHNOLOGY IN INDUSTRY"> <meta name="DC.Source.ISSN" content="2203-1731"> <meta name="DC.Source.Issue" content="1"> <meta name="DC.Source.URI" content="http://www.it-in-industry.com"> <meta name="DC.Source.Volume" content="2"> <meta name="DC.Subject" xml:lang="en" content="鈥擬ulti-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its use for processing different data. This advantage can be used in game development to optimize the game loop. As reported in the literature, GPGPUs have been used in processing some steps of the game loop, while most of the game logic is still processed by the CPU. This proposal differs by presenting an architecture designed to process practically the entire game loop using the GPU. Two test cases, a crowd simulation and a 2D game shooter prototype called GpuWars, are presented to illustrate the proposed architecture."> <meta name="DC.Subject" xml:lang="en" content="Digital Games"> <meta name="DC.Subject" xml:lang="en" content="Game Architecture"> <meta name="DC.Subject" xml:lang="en" content="GPGPU"> <meta name="DC.Subject" xml:lang="en" content="Game Physics, Game AI, Flocking Boids"> <meta name="DC.Title" content="A New Architecture for Games and Simulations Using GPUs"> <meta name="DC.Type" content="Text.Serial.Journal"> <meta name="DC.Type.articleType" content="Peer-Reviewed Articles"> <meta name="gs_meta_revision" content="1.1"> <meta name="citation_journal_title" content="INFORMATION TECHNOLOGY IN INDUSTRY"> <meta name="citation_issn" content="2203-1731"> <meta name="citation_author" content="Mark Joselli"> <meta name="citation_author_institution" content="Escola Polit茅cnica Pontif铆cia Universidade Cat贸lica do Paran谩 - PUCPR"> <meta name="citation_author" 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