Umran Ali, BSc, M.A, PGCHE, FHEA, was born in 1978 in Manchester, England. After graduating (BSc in 2004, and later with an M.A in 2005) Umran worked as a freelance 3D artist & creative designer, and then as a visiting lecturer and private tutor teaching across Art & Design, 3D, CGI and Animation. Umran later joined the School of Media, Music & Performance at the University of Salford as a lecturer in creative media, and taught across a variety of areas from design, production, & project management for video games, specifically around creative design and production of virtual environments.
From 2006 to 2012 Umran acted as Programme Leader for the BSc (Hons) Computer & Video Games programme at the University and was responsible for curriculum design, programme management and developing the programme's partnerships with a variety of major industry partners. Many of Umran's students since, have gone on to work in the creative industries including the videogame industry
Umran's freelance work included several large projects ranging from PlastiCity; a Will Alsop driven project visualising the regeneration of Bradford city centre in a fully interactive form, the Virtual Jean Claude virtual knowledge space project recreating the French composer Jean Claude Risset, into a 3D avatar, to working on projects in partnership with UK based organisations such as the DarkHorse organisation, BT and the Foundation for Art & Creative Technology (FACT).
Umran currently works as a senior lecturer in creative media, at the University of Salford. and continues to explore virtual natural environment design through his teaching and research, maintaining a deep interest in the meaning, impact, and design of natural spaces.
In his spare time, Umran is a keen videogames player, and landscape photographer.
You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
The book focuses on optimization for clusters consisting of the Intel® Xeon processor, but the optimization methodologies also apply to the Intel® Xeon Phi™ coprocessor and heterogeneous clusters mixing both architectures. Besides the tutorial and reference content, the authors address and refute many myths and misconceptions surrounding the topic. The text is augmented and enriched by descriptions of real-life situations.