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It’s been over a decade since multi-threading became a requirement for game-engine performance, yet how to best make use of multiple threads within a game is still not a solved problem. In this lecture, we will take a tour through many different architectures, from the basics that we learned in school (which are generally not very good for games™) to popular “job systems” widely used in production, and a few thoughts on future areas of research. Brooke Hodgman, Game Connect Asia Pacific 2016: The Shoulders of Giants Game Connect Asia Pacific is Australia's premiere game development conference, a part of Melbourne International Games Week. Situated in Melbourne, Australia in the October-November period, GCAP is world-renowned for its talks, networking and inclusive environment. Video courtesy of GCAP and the Game Developers' Association of Australia. www.gcap.com.au www.gdaa.com.au