Direct link to the PDF for those without a subscription to view original link.
Probably people found that this link didn't work, just thought I'd say, due to the way that the BBCode parser/encloser/converter deals with non-http:// URIs
For those that didn't find a way around it, try clicking the following 'bare' URL style link:
ftp://ftp.niifaq.ru/local/57/6_term/%D0%A2%D0%B5%D0%BE%D1%80%D0%B8%D1%8F%20%D0%B0%D0%BB%D0%B3%D0%BE%D1%80%D0%B8%D1%82%D0%BC%D0%BE%D0%B2/GroupE/Avi_Bleiweiss-GPU_Accelerated_Pathfinding.full_paper.pdf (or, if all else fails, copy and paste what it says directly into the address bar).
The funny percent bits are because of the Russian characters, for those worried. (Although always look out for strings such as "%68%74%74%70%3A%2F%2F", because that spells out "http://" and could be a redirection-based Phishing-style trap.)
On the subject of utilising GPUs, I'm wary of even assuming that a player's computer
has a relevent GPU (yes, we can run a two-tier executable, where it can take advantage of one if it
can take advantage of it[1]). At some stage it's probably going to be a good assumption (as, perhaps, is 64-bitness), unless something
else comes along to supersede that assumption, but I can't see an easy route towards this destination.
As already mentioned, multi-threading (making use of the still-not-ubiquetous multi-core nature of people's CPUs[2]) isn't really there (apart from the Baughn-bits of the graphics, if I remember correctly), and splitting more things onto more threads (including pathing) is probably the step to take, otherwise the CPU would just be waiting around for the GPU to do what it had previously undertaken, anyway. Farming it as an entirely GPU thread (or whatever thread passes is is separate from and asynchronous to all else) lets the CPU do the
other intensive things it needs to do. Like liquid sloshing, or whatever. (Actually, can we put liquid sloshing to GPU instead? When we
do have moving liquids, that seems to be the big constant slow-down item.)
[1] Although that's far worse, IMO, than running a program that "runs better on double a given amount of memory" before anyone wants to equivalise the two situations.
[2] Not so long ago, it was multiple-
processors that was going to be the way forward, which is not to say that's been superseded, what with a machine not far from me with multiple
multicore-processers. Not tried playing games on that, though. Yet.
