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UFO Invasion: DX11 and Multicore to the Rescue
With DX11 comes the ability to submit draw calls from several threads, which brings the promise of a fully parallel and scalable game loop one big step closer. We will use nulstein, a demo engine published previously, to implement a multicore space battle. We will then profile the code and look at how the engine breaks the work down into tasks and how this load gets balanced. We will then move on to show one way to leverage DX11 deferred contexts, even when support from the graphics driver is not available. Full source code to be made available.
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