Over at the University of Rochester’s Synchronization group I did a bit of work on the multithreading in games issue. Michael Scott and team have been working on a Transactional Memory system called RSTM. The whole goal of TM is to try to make multithreading easy by giving coders easy to use deadlock free atomic sections. The result of my work was Swarm, the scalable multithreaded game engine.
The results offered by swarm also led to a conference paper that is accessable from Michael Scott’s website.