Valve's New Direction On Multicore Processors
illeism writes "Ars Technica has a good piece on Valve's about face on multithread and multicore application in programming. From the article: '...we were treated to an unveiling of the company's new programming strategy, which has been completely realigned around supporting multiple CPU cores. Valve is planning on more than just supporting them. It wants to make the absolute maximum use of the extra power to deliver more than just extra frames per second, but also a more immersive gaming experience.'"
I remember reading of all kinds of bugs in games running on dual-core processors in Windows. Something to do with the OS providing different amount of power to the two cores. Has that been sorted out, or will Valve be compensating in the game engine code?
Don't forget about software transactional memory. Haskell already has it, and I'm sure there are more implementations to come (Perl 6, for instance).