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My work in concurrency with C++ has been from the AAA games angle. I have found that it's a field where knowledge of parallel programming is incredibly valuable but few people end up putting the effort in to make their code take advantage of the hardware. People who are interested in parallel programming are a rare asset to have.

At least within my company we haven't used much in the way of parallel programming languages like OpenCL/CUDA/Cilk, preferring instead to use a task based concurrency library not entirely unlike Intel's TBB, but more cross platform. There's more investigation into GPGPU happening these days -- I'm curious to see if it'll pan out for more than just rendering applications. I'm also curious to see if the other (physics/audio/animation) areas can pull GPU time away from the rendering guys :)

The trajectory in this field is predictable. You get a hardware platform, have 5-7 years to figure out how to use it, and once you finally have it figured out something entirely different comes along.



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