Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (538)
Games in Android Showcase (132)
games submitted by our members
Games in WIP (601)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  AMD HSA... interested?  (Read 644 times)
0 Members and 1 Guest are viewing this topic.
Offline ags1

JGO Wizard


Medals: 75
Projects: 3
Exp: 5 years


Make code not war!


« Posted 2013-09-09 21:44:19 »

http://www.pcworld.com/article/2047422/hsa-targets-native-parallel-execution-in-java-virtual-machines-by-2015.html

It would be fun to iterate over a group of entities to do pathfinding or simple AI, and magically the entities are processed in parallel by the JVM on the integrated GPU. Forget OpenCL!

Intel, of course, is not a HSA Alliance member - but just about every ARM CPU vendor is.

Offline namrog84

JGO Ninja


Medals: 46
Projects: 4


Keep programming!


« Reply #1 - Posted 2013-09-09 21:53:35 »

You can do parallel processing already though on Java and most languages??

Even things like pathfinding or other things have issues.  For example, what if you have 2 entities try to path find into the same 'open' space at the same time in your multithread?

Its still usually best to break up different tasks into different threads(if you are doing multithreaded app),  e.g.  1 thread does pathfinding, 1 thread AI, 1 thread does particles,  or however you go about it.

"Experience is what you get when you did not get what you wanted"
Offline ags1

JGO Wizard


Medals: 75
Projects: 3
Exp: 5 years


Make code not war!


« Reply #2 - Posted 2013-09-09 21:55:32 »

Of course you can just use threads - but on most CPUs you are limited to two or four real threads. On the GPU you can have hundreds of hardware threads.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Several Kilo-Bytes

Senior Devvie


Medals: 11



« Reply #3 - Posted 2013-09-10 00:31:30 »

Path finding cannot be parallelized on the GPU. Every thread has to execute the same instructions. Only the data can vary, not the control flow. (Though conditional instructions enable if/else by treating whatever branch that isn't taken is executed as a NOOP.)

I did not comprehend what the article was trying to say Java 9 would have. Would it be an API or would it work with old code where things like for loops are vectorized?
Offline namrog84

JGO Ninja


Medals: 46
Projects: 4


Keep programming!


« Reply #4 - Posted 2013-09-10 02:01:58 »

I think a mix of everything in Java 9.  But I felt like they were stating both new API to specifically have better/safer/easier multi threading.  But also better native support that will automatically make certain loops and other aspects parallel,  probably through some use of detection to make sure they don't interfere with each other.

"Experience is what you get when you did not get what you wanted"
Offline ags1

JGO Wizard


Medals: 75
Projects: 3
Exp: 5 years


Make code not war!


« Reply #5 - Posted 2013-09-10 16:42:21 »

Path finding cannot be parallelized on the GPU. Every thread has to execute the same instructions. Only the data can vary, not the control flow. (Though conditional instructions enable if/else by treating whatever branch that isn't taken is executed as a NOOP.)

I did not comprehend what the article was trying to say Java 9 would have. Would it be an API or would it work with old code where things like for loops are vectorized?

Good point... but I think that branching code can be processed on the GPU (OpenCL talks about 'wavefronts' for groups of threads on the same branch), it's just that for every branch the GPU acceleration gets much less effective. I think the AI in the latest Civ was GPU accelerated, and that had to have a bit of branching.

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (29 views)
2014-12-15 09:26:44

Mr.CodeIt (20 views)
2014-12-14 19:50:38

BurntPizza (42 views)
2014-12-09 22:41:13

BurntPizza (76 views)
2014-12-08 04:46:31

JscottyBieshaar (37 views)
2014-12-05 12:39:02

SHC (50 views)
2014-12-03 16:27:13

CopyableCougar4 (47 views)
2014-11-29 21:32:03

toopeicgaming1999 (114 views)
2014-11-26 15:22:04

toopeicgaming1999 (102 views)
2014-11-26 15:20:36

toopeicgaming1999 (30 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!