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Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves Presentation Transcript

  • 1. Multiprocessor Game Loops: Lessons from Jason Gregory Naughty Dog, Inc.Wednesday, January 27, 2010
  • 2. Agenda Game
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2010 2Wednesday, January 27, 2010
  • 3. Agenda • Goal: Game
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2010 2Wednesday, January 27, 2010
  • 4. Agenda • Goal:  Learn about modern multiprocessor game engine update loops... Game
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2010 2Wednesday, January 27, 2010
  • 5. Agenda • Goal:  Learn about modern multiprocessor game engine update loops...  ... by investigating Naughty Dog’s train level. Game
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2010 2Wednesday, January 27, 2010
  • 6. Game
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2010 3Wednesday, January 27, 2010
  • 7. Agenda Game
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2010 4Wednesday, January 27, 2010
  • 8. Agenda • During our investigation, we’ll answer the following questions: Game
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2010 4Wednesday, January 27, 2010
  • 9. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)? Game
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2010 4Wednesday, January 27, 2010
  • 10. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move? Game
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2010 4Wednesday, January 27, 2010
  • 11. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems? Game
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Germany
2010 4Wednesday, January 27, 2010
  • 12. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train? Game
Forum
Germany
2010 4Wednesday, January 27, 2010
  • 13. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train?  How do game object attachment hierarchies work? Game
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Germany
2010 4Wednesday, January 27, 2010
  • 14. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train?  How do game object attachment hierarchies work?  How are ray and sphere casts used on the train? Game
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Germany
2010 4Wednesday, January 27, 2010
  • 15. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train?  How do game object attachment hierarchies work?  How are ray and sphere casts used on the train?  How do we utilize the PS3’s parallel computing resources? Game
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2010 4Wednesday, January 27, 2010
  • 16. Static or Dynamic? 5Wednesday, January 27, 2010
  • 17. Could the Train be Static? • In the past, games with trains in them have used a static train approach.  Train is actually stationary.  Background scrolls by to produce illusion of movement. • This solves a lot of problems.  Player mechanics, NPC locomotion, weapon mechanics, etc. are all the same as in a “regular” non-moving game level. Game
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2010 6Wednesday, January 27, 2010
  • 18. Was That Good Enough for Us? Game
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2010 7Wednesday, January 27, 2010
  • 19. Was That Good Enough for Us? • No way! Game
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2010 7Wednesday, January 27, 2010
  • 20. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations: Game
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2010 7Wednesday, January 27, 2010
  • 21. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line... Game
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2010 7Wednesday, January 27, 2010
  • 22. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature). Game
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2010 7Wednesday, January 27, 2010
  • 23. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature).  No ups and downs allowed in the track either. Game
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2010 7Wednesday, January 27, 2010
  • 24. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature).  No ups and downs allowed in the track either.  Not nearly as much fun to jump and shoot between trains. Game
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2010 7Wednesday, January 27, 2010
  • 25. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature).  No ups and downs allowed in the track either.  Not nearly as much fun to jump and shoot between trains. ∴ We decided to go for a fully dynamic train. Game
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2010 7Wednesday, January 27, 2010
  • 26. Game
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2010 8Wednesday, January 27, 2010
  • 27. Train Movement 9Wednesday, January 27, 2010
  • 28. Spline Tracking • The Uncharted 2 train follows a spline.  Catmull-Rom.  2 trackers for realistic movement. Game
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2010 10Wednesday, January 27, 2010
  • 29. The Master Car • Each train car is an independent game object (GO). • One car is designated as the master.  It moves without regard for the other cars.  Every other car is a slave: it simply maintains proper spacing with the car(s) in front of and/or behind it. Game
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2010 11Wednesday, January 27, 2010
  • 30. The Master Car • Each train car is an independent game object (GO). • One car is designated as the master.  It moves without regard for the other cars.  Every other car is a slave: it simply maintains proper spacing with the car(s) in front of and/or behind it. Game
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2010 11Wednesday, January 27, 2010
  • 31. Spacing and Speed • To maintain proper spacing, we must work in terms of arc length.  Catmull-Roms are parameterized by a unitless quantity u.  Arc length (s) is not the same thing as u.  Careful—must use s for spacing and ds/dt for speed, not u, du/dt. u
=
0.5 u
=
1 u
=
0 Game
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2010 12Wednesday, January 27, 2010
  • 32. Spacing and Speed • To maintain proper spacing, we must work in terms of arc length.  Catmull-Roms are parameterized by a unitless quantity u.  Arc length (s) is not the same thing as u.  Careful—must use s for spacing and ds/dt for speed, not u, du/dt. s
=
14 u
=
0.5 u
=
1 s
=
0 u
=
0 s
=
7 Game
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2010 12Wednesday, January 27, 2010
  • 33. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. Game
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2010 13Wednesday, January 27, 2010
  • 34. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. 1 Game
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2010 13Wednesday, January 27, 2010
  • 35. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. 1 4
...
n 2 3 Game
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2010 13Wednesday, January 27, 2010
  • 36. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. 1 4
...
n 2 3 n
+
1 n
+
2
...
m Game
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2010 13Wednesday, January 27, 2010
  • 37. Updating the Cars • In the Uncharted 2 engine, game objects are managed as a tree.  Children update after their parent. • For the train... M M+1 M+2 M+3 M−1 M−2 M−3 Game
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2010 14Wednesday, January 27, 2010
  • 38. Teleporting the Train • The train sometimes teleports in the game.  e.g. To transition from a looped section to a straight-away.  Typically hidden by a camera cut. Game
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2010 15Wednesday, January 27, 2010
  • 39. Teleporting the Train • The train sometimes teleports in the game.  e.g. To transition from a looped section to a straight-away.  Typically hidden by a camera cut. Game
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2010 15Wednesday, January 27, 2010
  • 40. Teleporting the Train • Problem: Teleport the train such that whichever car the player is on moves to a predefined location on the track.  To implement, change the master to be the player’s car...  ... and teleport it to the desired location.  All other cars follow automatically. Game
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2010 16Wednesday, January 27, 2010
  • 41. Teleporting the Train • Problem: Teleport the train such that whichever car the player is on moves to a predefined location on the track.  To implement, change the master to be the player’s car...  ... and teleport it to the desired location.  All other cars follow automatically. Game
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2010 16Wednesday, January 27, 2010
  • 42. Teleporting the Train • Problem: Teleport the train such that whichever car the player is on moves to a predefined location on the track.  To implement, change the master to be the player’s car...  ... and teleport it to the desired location.  All other cars follow automatically. Game
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2010 16Wednesday, January 27, 2010
  • 43. Updating Large-Scale Engine Systems 17Wednesday, January 27, 2010
  • 44. Large-Scale Engine Systems • Let’s define large-scale engine systems as:  Engine components that operate on lots of data...  ... and require careful performance optimization. • Examples include:  skeletal animation,  collision detection,  rigid body dynamics,  rendering, ... Game
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2010 18Wednesday, January 27, 2010
  • 45. A Simple Approach (That Doesn’t Work) • Most game programmers first learn about the game loop from rendering tutorials. Game
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2010 19Wednesday, January 27, 2010
  • 46. A Simple Approach (That Doesn’t Work) while (!quit) { • Most game programmers first ReadJoypad(); learn about the game loop UpdateScene(); from rendering tutorials. DrawScene(); FlipBuffers(); } Game
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2010 19Wednesday, January 27, 2010
  • 47. A Simple Approach (That Doesn’t Work) • Since we need to update our game objects anyway... UpdateScene() becomes UpdateGameObjects() • In the spirit of good object-oriented design, we should let the game objects drive the large-scale engine systems. (Right???) Game
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2010 20Wednesday, January 27, 2010
  • 48. A Simple Approach (That Doesn’t Work) while (!quit) { ReadJoypad(); UpdateGameObjects(); // DrawScene(); FlipBuffers(); } Game
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2010 21Wednesday, January 27, 2010
  • 49. A Simple Approach (That Doesn’t Work) void Tank::Update () { MoveTank(); while (!quit) AimTurret(); { FireIfNecessary(); ReadJoypad(); UpdateGameObjects(); Animate(); // DrawScene(); DetectCollisions(); FlipBuffers(); SimulatePhysics(); } UpdateAudio(); Draw(); } Game
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2010 21Wednesday, January 27, 2010
  • 50. A Simple Approach (That Doesn’t Work) • The only problem with this is... it doesn’t work! • For one thing, it’s just not feasible for some engine systems.  e.g. Collision detection cannot be done (properly) one object at a time. • Need to solve iteratively, account for time of impact (TOI), • optimize collision detection via spatial subdivision (e.g. broadphase AABB prune and sweep), • optimize dynamics by grouping into islands, etc. Game
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2010 22Wednesday, January 27, 2010
  • 51. A Simple Approach (That Doesn’t Work) Game
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2010 23Wednesday, January 27, 2010
  • 52. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient: Game
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2010 23Wednesday, January 27, 2010
  • 53. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations, Game
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2010 23Wednesday, January 27, 2010
  • 54. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations,  possible reallocation of resources, Game
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2010 23Wednesday, January 27, 2010
  • 55. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations,  possible reallocation of resources,  poor data and instruction cache coherence, Game
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2010 23Wednesday, January 27, 2010
  • 56. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations,  possible reallocation of resources,  poor data and instruction cache coherence,  not conducive to parallel computation. Game
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2010 23Wednesday, January 27, 2010
  • 57. Hardware in the Old Days • On an Intel Pentium 286 (cira 1982):  CPU speed was the bottleneck (6 MHz). • ∴ Use if() tests to avoid unnecessary computations.  Integer instructions faster than floating-point. • ∴ Use fixed-point numbers, or FPU.  More compute power provided by adding transistors. Game
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2010 24Wednesday, January 27, 2010
  • 58. Modern Hardware • On a Cell (PS3) or Xenon (Xbox 360):  Memory access time is the bottleneck. • L1 cache miss = ~60 cycles. • L2 cache miss = ~500 cycles. • ∴ Organize data in compact, contiguous blocks. • Use struct of arrays rather than array of structs.  Pipelined architecture = branching & data conversion are slow. • ∴ Use duplicated computations to avoid if() tests.  Compute power is provided via parallelism. Game
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2010 25Wednesday, January 27, 2010
  • 59. Optimizing Large-Scale Updates Inefficient GameObject
1 GameObject
2 GameObject
3 Anim
 Coll.
 Draw
 Anim
 Coll.
 Draw
 Anim
 Coll.
 Draw
 

... Data Data Data Data Data Data Data Data Data Game
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2010 26Wednesday, January 27, 2010
  • 60. Optimizing Large-Scale Updates Much
beEer! Anima?on
Engine Collision
Engine Rendering
Engine GO
1
 GO
2
 GO
3
 GO
1
 GO
2
 GO
3
 GO
1
 GO
2
 GO
3
 Anim
 Anim
 Anim
 ... Coll.
 Coll.
 Coll.
 ... Draw
 Draw
 Draw
 ... Data Data Data Data Data Data Data Data Data Game
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2010 26Wednesday, January 27, 2010
  • 61. Optimizing Large-Scale Updates • Game objects do not own their large-scale system data...  ... they point to data that is owned by the large-scale systems. • Game objects should not mutate their large-scale system data...  ... they should only request changes. • That way, each large-scale system can:  apply any requested changes as part of its batch update,  organize its data in whatever manner is most efficient. Game
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2010 27Wednesday, January 27, 2010
  • 62. Optimizing Large-Scale Updates Anima?on
 Engine class Tank : public GameObject animControl15 skelInstance15 { public: animControl42 skelInstance42 // interface... animControl7 skelInstance7 private: ... ... // components -- owned by engine subsystems AnimControl* m_pAnimControl; RigidBody* m_pRigidBody; MeshInstance* m_pRenderable; }; ... Game
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2010 28Wednesday, January 27, 2010
  • 63. Optimizing Large-Scale Updates class Tank : public GameObject { public: Collision/Physics
World // interface... rigidBody9 collidable9 private: // components -- owned by engine subsystems rigidBody3 collidable3 AnimControl* m_pAnimControl; RigidBody* m_pRigidBody; rigidBody41 collidable41 MeshInstance* m_pRenderable; }; ... ... ... Game
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2010 28Wednesday, January 27, 2010
  • 64. Optimizing Large-Scale Updates class Tank : public GameObject { Scene
Graph public: meshInstance8 // interface... meshInstance5 private: // components -- owned by engine subsystems meshInstance37 AnimControl* m_pAnimControl; RigidBody* m_pRigidBody; ... MeshInstance* m_pRenderable; }; ... Game
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2010 28Wednesday, January 27, 2010
  • 65. while (!quit) { ReadJoypad(); g_gameWorld.UpdateAllGameObjects(); //for (each GameObject* pGo) // pGo->Update(); g_animationEngine.Update(); g_collisionWorld.DetectCollisions(); g_physicsWorld.Simulate(); g_audioEngine.Update(); g_renderingEngine.DrawAndFlipBuffers(); } Game
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2010 29Wednesday, January 27, 2010
  • 66. Player Mechanics and Animation 30Wednesday, January 27, 2010
  • 67. Game
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2010 31Wednesday, January 27, 2010
  • 68. Player Mechanics on a Moving Object • Player’s position and orientation represented as an attached frame of reference:  reference to parent game object,  local transform (relative to parent),  cached world-space transform (with dirty flag). • Not quite as simple as it may sound!  Just switching to attached frames got us ~60% of the way there.  Lots of bugs to fix.  Special-case handling of transitions between attached frames. Game
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2010 32Wednesday, January 27, 2010
  • 69. Animation Pipeline Review 1.Animation Update  Update clocks, trigger keyframed events, detect end-of-animation conditions, take transitions to new animation states. 2.Pose Blending Phase  Extract poses from anim clips, blend individual joint poses. • Generates local joint transforms (parent-relative). Game
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2010 33Wednesday, January 27, 2010
  • 70. Animation Pipeline Review 3.Global Pose Phase  Walk hierarchy, calculate global joint transforms (model-space or world-space) and matrix palette (input to renderer). 4.Post-Processing  Apply IK, procedural animation, etc. • Generates new local joint transforms. • Recalculate global poses if necessary (re-run phase 3). Game
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2010 34Wednesday, January 27, 2010
  • 71. Game Object Hooks • It’s convenient to provide game objects with hooks into the various phases of the animation update. • What we do at Naughty Dog:  GameObject::Update() • Regular GO update; runs before animation.  GameObject::PostAnimUpdate() • Runs after Animation Phase 1. • Game objects may respond to animation events, force transitions to new animation states, etc. Game
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2010 35Wednesday, January 27, 2010
  • 72. Game Object Hooks  GameObject::PostAnimBlending() • Runs after Animation Phase 2. • Game objects can apply procedural animation in local space.  GameObject::PostJointUpdate() • Runs after Animation Phase 3. • This is the first time during the frame that the global transform of every joint is known. • Game objects can apply IK, or use the global space joint transforms in other ways. Game
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2010 36Wednesday, January 27, 2010
  • 73. while (!quit) { // ... g_gameWorld.UpdateAllGameObjects(); g_animationEngine.RunPhase1(); g_gameWorld.CallPostAnimUpdateHooks(); g_animationEngine.RunPhase2(); g_gameWorld.CallPostAnimBlendingHooks(); g_animationEngine.RunPhase3(); g_gameWorld.CallPostJointUpdateHooks(); // ... Game
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2010 37Wednesday, January 27, 2010
  • 74. Object Attachment Hierarchy Bucketed Updates 38Wednesday, January 27, 2010
  • 75. Game Object Attachment Hierarchy Game
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2010 39Wednesday, January 27, 2010
  • 76. Game Object Attachment Hierarchy Game
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2010 39Wednesday, January 27, 2010
  • 77. Game Object Attachment Hierarchy Game
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2010 39Wednesday, January 27, 2010
  • 78. Game Object Attachment Hierarchy Game
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2010 39Wednesday, January 27, 2010
  • 79. Game Object Attachment Hierarchy Game
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2010 39Wednesday, January 27, 2010
  • 80. Bucketed Game Object Updates • Can implement this by updating game objects in buckets.  Game object dependencies represented by a dependency tree. Game
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2010 40Wednesday, January 27, 2010
  • 81. Bucketed Game Object Updates • Can implement this by updating game objects in buckets.  Game object dependencies represented by a dependency tree.  Each bucket corresponds to one level of the tree. Bucket
0 Bucket
1 Bucket
2 Bucket
3 trainCar7 box12 weapon3 trainCar8 crate21 playerCharacter weapon17 npc65 trainCar9 ... ... ... ... Game
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2010 40Wednesday, January 27, 2010
  • 82. Bucketed Game Object Updates • Simpler to group objects into pre-determined buckets. Vehicle
Bucket Object
Bucket Character
Bucket Prop
Bucket trainCar7 box12 weapon3 trainCar8 crate21 playerCharacter weapon17 npc65 trainCar9 ... ... ... ... Game
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2010 41Wednesday, January 27, 2010
  • 83. Bucketed Game Object Updates while (!quit) { // ... for (each bucket) { g_gameObjectMgr.UpdateObjects(bucket); AnimateBucket(bucket); } g_collphysWorld.CollideAndSimulate(dt); g_audioEngine.Update(dt); g_renderingEngine.DrawAndFlipBuffers(dt); } Game
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2010 42Wednesday, January 27, 2010
  • 84. void AnimateBucket(bucket) { g_animationEngine.UpdateClocks(bucket); for (each GameObject* pGo in bucket) pGo->PostAnimUpdate(); g_animationEngine.CalcLocalPoses(bucket); for (each GameObject* pGo in bucket) pGo->PostAnimBlending(); g_animationEngine.CalcGlobalPoses(bucket); for (each GameObject* pGo in bucket) pGo->PostJointUpdate(); } Game
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2010 43Wednesday, January 27, 2010
  • 85. Ray and Sphere Casts 44Wednesday, January 27, 2010
  • 86. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45Wednesday, January 27, 2010
  • 87. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45Wednesday, January 27, 2010
  • 88. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45Wednesday, January 27, 2010
  • 89. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
Forum
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2010 45Wednesday, January 27, 2010
  • 90. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45Wednesday, January 27, 2010
  • 91. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46Wednesday, January 27, 2010
  • 92. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46Wednesday, January 27, 2010
  • 93. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46Wednesday, January 27, 2010
  • 94. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. Game
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2010 46Wednesday, January 27, 2010
  • 95. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. Game
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2010 46Wednesday, January 27, 2010
  • 96. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46Wednesday, January 27, 2010
  • 97. Inter-Game-Object Queries and Synchronization • Synchronization problems can arise whenever:  game object A...  ... queries game object B. • Not just limited to ray and sphere casts.  Any kind of inter-object query can be affected. Game
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2010 47Wednesday, January 27, 2010
  • 98. Game Object State Vectors • Can think of a game object as a heterogeneous “state vector.” • The state of the ith game object is a vector function of time t. Si(t) = [ ri(t), vi(t), mi, ..., healthi(t), ammoi(t), ... ] Game
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2010 48Wednesday, January 27, 2010
  • 99. Bucketing and Game Object State Vectors • Theoretically, the state vectors of all game objects are updated instantaneously and in parallel. t1 SA SB SC Game
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2010 49Wednesday, January 27, 2010
  • 100. Bucketing and Game Object State Vectors • Theoretically, the state vectors of all game objects are updated instantaneously and in parallel. t1 t2
=
t1
+
∆t SA SA SB SB SC SC Game
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2010 49Wednesday, January 27, 2010
  • 101. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 SA SB SC Game
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2010 50Wednesday, January 27, 2010
  • 102. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SC Game
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2010 50Wednesday, January 27, 2010
  • 103. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SB SC Game
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2010 50Wednesday, January 27, 2010
  • 104. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SB SC Game
Forum
Germany
2010 50Wednesday, January 27, 2010
  • 105. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SB SC SC Game
Forum
Germany
2010 50Wednesday, January 27, 2010
  • 106. Bucketing and Game Object State Vectors • Problems arise when we query the state of object A during the update of object B or C. t1 t2
=
t1
+
∆t SA SA SB SC Game
Forum
Germany
2010 51Wednesday, January 27, 2010
  • 107. Bucketing and Game Object State Vectors • Problems arise when we query the state of object A during the update of object B or C. t1 t2
=
t1
+
∆t SA SA SB query SC Game
Forum
Germany
2010 51Wednesday, January 27, 2010
  • 108. Bucketing and Game Object State Vectors • Major contributor to the ubiquitous “one frame off bug.” • Update ordering via bucketing helps, but only when the following rule is adhered to: An object in bucket b may only read the state of objects in buckets (b - 1), (b - 2), ... • You can’t reliably read the state of objects in your own bucket! Game
Forum
Germany
2010 52Wednesday, January 27, 2010
  • 109. One Frame Off Bugs in Collision Queries • Another complication arises because:  Collision and physics run after the game objects have updated.  So, the location of all collision geometry is one frame old when we cast our rays/spheres. Game
Forum
Germany
2010 53Wednesday, January 27, 2010
  • 110. One Frame Off Bugs in Collision Queries • Another complication arises because:  Collision and physics run after the game objects have updated.  So, the location of all collision geometry is one frame old when we cast our rays/spheres. collision
geo is
leR
behind Game
Forum
Germany
2010 53Wednesday, January 27, 2010
  • 111. One Frame Off Bugs in Collision Queries • Another complication arises because:  Collision and physics run after the game objects have updated.  So, the location of all collision geometry is one frame old when we cast our rays/spheres. collision
geo ray
cast is
leR
behind misses
its
target Game
Forum
Germany
2010 53Wednesday, January 27, 2010
  • 112. One Frame Off Bugs in Collision Queries • Problem:  What we really want is to update each game object’s collision geometry with its bucket. • Impossible, because coll/phys update is monolithic—happens after all game objects have been updated. Game
Forum
Germany
2010 54Wednesday, January 27, 2010
  • 113. One Frame Off Bugs in Collision Queries • Problem:  What we really want is to update each game object’s collision geometry with its bucket. • Impossible, because coll/phys update is monolithic—happens after all game objects have been updated.  ... or is it? Game
Forum
Germany
2010 54Wednesday, January 27, 2010
  • 114. One Frame Off Bugs in Collision Queries • Observation:  Ray and sphere casts don’t care about the full collision/physics update. • Don’t need contact information, velocity, etc. • Only need to know where the collision geo will be. • Solution:  All we need to do is update the broadphase AABBs between buckets. Game
Forum
Germany
2010 55Wednesday, January 27, 2010
  • 115. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. Game
Forum
Germany
2010 56Wednesday, January 27, 2010
  • 116. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. collision
geo is
leR
behind Game
Forum
Germany
2010 56Wednesday, January 27, 2010
  • 117. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. broadphase AABB
update Game
Forum
Germany
2010 56Wednesday, January 27, 2010
  • 118. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. broadphase AABB
update ray
cast hits Game
Forum
Germany
2010 56Wednesday, January 27, 2010
  • 119. Achieving Parallelism 57Wednesday, January 27, 2010
  • 120. Game Console Architecture: Xbox 360 PowerPC PowerPC PowerPC Core
0 Core
1 Core
2 L1
 L1
 L1
 L1
 L1
 L1
 Data Instr. Data Instr. Data Instr. Shared
L2
Cache
(1
MB) Unified
RAM GPU (512
MB) Game
Forum
Germany
2010 58Wednesday, January 27, 2010
  • 121. Game Console Architecture: PLAYSTATION 3 PPU SPU0 SPU1 SPU6 L1
 L1
 Data Instr. Local
Store Local
Store ... Local
Store L2
Cache (256
kB) (256
kB) (256
kB) (512
kB) EIB DMAC System
RAM Video
RAM GPU (256
MB) (256
MB) Game
Forum
Germany
2010 59Wednesday, January 27, 2010
  • 122. Thinking About Modern Multiprocessor Hardware • We’ll think in terms of multiple hardware threads. • These could be provided by:  hyperthreaded CPU,  multiple cores,  SPUs on PS3/Cell. Game
Forum
Germany
2010 60Wednesday, January 27, 2010
  • 123. Ways to Achieve Parallelism: Thread per Subsystem game collision/ animaUon rendering audio loop physics Game
Forum
Germany
2010 61Wednesday, January 27, 2010
  • 124. Ways to Achieve Parallelism: Thread per Subsystem game collision/ animaUon rendering audio loop physics Game
Forum
Germany
2010 61Wednesday, January 27, 2010
  • 125. Ways to Achieve Parallelism: Fork/Join set
up Game
Forum
Germany
2010 62Wednesday, January 27, 2010
  • 126. Ways to Achieve Parallelism: Fork/Join set
up fork thread2 thread0 thread1 thread3 Game
Forum
Germany
2010 62Wednesday, January 27, 2010
  • 127. Ways to Achieve Parallelism: Fork/Join set
up fork thread2 thread0 thread1 thread3 process
 join results Game
Forum
Germany
2010 62Wednesday, January 27, 2010
  • 128. Ways to Achieve Parallelism: Jobs PPU SPU0 SPU1 SPU5 anim
 ray
cast anim
 pose pose anim
 ray
cast pose anim
 pose game ... broad
 broad
 loop phase phase visibility mesh
 visibility visibility proc Game
Forum
Germany
2010 63Wednesday, January 27, 2010
  • 129. Ways to Achieve Parallelism: Jobs PPU SPU0 SPU1 SPU5 anim
 ray
cast anim
 pose pose anim
 kick ray
cast pose anim
 pose game ... broad
 broad
 loop phase phase visibility mesh
 visibility visibility proc Game
Forum
Germany
2010 63Wednesday, January 27, 2010
  • 130. Ways to Achieve Parallelism: Jobs PPU SPU0 SPU1 SPU5 anim
 ray
cast anim
 pose pose anim
 kick ray
cast pose anim
 pose game ... broad
 broad
 loop phase phase visibility wait mesh
 visibility visibility proc Game
Forum
Germany
2010 63Wednesday, January 27, 2010
  • 131. Ways to Achieve Parallelism: Jobs • Job = [ (code + input data) → output data ]  Kick job = request job to be scheduled on a HW thread.  Must wait for job before processing its output data. • If job is done, wait takes close to zero time. • If job is not done, main thread (PPU) blocks until it is done. • Job manager handles scheduling, allocates buffers in local store, and coordinates DMAs.  Programmer specifies data sources & destinations via a DMA list. Game
Forum
Germany
2010 64Wednesday, January 27, 2010
  • 132. Parallelism on the Train while (!quit) { // ... RayCastHandle hRayCast = kickRayCast(...); // do other useful work on PPU // ... waitRayCast(hRayCast); processRayCastResults(hRayCast); // ... } Game
Forum
Germany
2010 65Wednesday, January 27, 2010
  • 133. Parallelism on the Train RayCastHandle hRayCast = INVALID; while (!quit) { while (!quit) // ... { // ... RayCastHandle hRayCast = kickRayCast(...); // wait and re-kick immediately if (hRayCast.IsValid()) // do other useful work on PPU { // ... waitRayCast(hRayCast); processRayCastResults(hRayCast); waitRayCast(hRayCast); } processRayCastResults(hRayCast); hRayCast = kickRayCast(...); // ... // ... } } Game
Forum
Germany
2010 65Wednesday, January 27, 2010
  • 134. Parallelism on the Train • How does parallelism with jobs affect our train design?  Large-scale engine system updates and ray/sphere casts are largely asynchronous in U2:AT. • Main game loop (PPU) kicks jobs on SPU. • Other work can proceed on the PPU while jobs are running. • Results picked up later this frame... or next frame. Game
Forum
Germany
2010 66Wednesday, January 27, 2010
  • 135. Parallelism on the Train • Data must be compact and contiguous so it can be DMA’d to the SPUs.  We’re doing this already, to maintain good cache coherency. • The collision world must be locked in order to update broadphase AABBs:  Wait until all outstanding ray/sphere jobs are done.  Lock.  Update AABBs.  Unlock. Game
Forum
Germany
2010 67Wednesday, January 27, 2010
  • 136. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. PPU Update
Bucket
0 Game
Forum
Germany
2010 68Wednesday, January 27, 2010
  • 137. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. Kick
 PPU Update
Bucket
0 BP
Job Game
Forum
Germany
2010 68Wednesday, January 27, 2010
  • 138. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. Kick
 PPU Update
Bucket
0 BP
Job Broadphase
 SPU AABB
Job Game
Forum
Germany
2010 68Wednesday, January 27, 2010
  • 139. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. Kick
 PPU Update
Bucket
0 BP
Job Update
Bucket
1 Broadphase
 SPU AABB
Job Game
Forum
Germany
2010 68Wednesday, January 27, 2010
  • 140. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. query/cast Kick
 PPU Update
Bucket
0 BP
Job Update
Bucket
1 Broadphase
 SPU AABB
Job Game
Forum
Germany
2010 68Wednesday, January 27, 2010
  • 141. Conclusions 69Wednesday, January 27, 2010
  • 142. Conclusions • The combination of modern hardware restrictions and the problems generated by the train level...  forced us to design our engine in a robust and efficient manner. • Results:  U2:AT boasts near 100% hardware utilization on PS3 (PPU + all 6 SPUs).  Way-cool train level as pay-off for all the hard work.  Technology was the primary enabler for the convoy level as well. Game
Forum
Germany
2010 70Wednesday, January 27, 2010
  • 143. Thanks For Listening! • Free free to send questions to me at: jason_gregory@naughtydog.com Game
Forum
Germany
2010 71Wednesday, January 27, 2010