2019 © by PathScale Inc.

 

PathScale

Building Software with Passion
 

Community is a 1st Class Citizen

The true value of any software is the community of people who use it. From scientists doing critical research to casual mobile gamers just seeking to enjoy a few minutes here and there. It's important to not only deliver the software but engage at many levels. Feedback is a critical part of any software company and PathScale strives to be among the best at listening to what users have to say.

 
Our Current Project

Revenge

The game is officially untitled, but it will most likey to be titled Revenge. The name Revenge comes from the lead developer’s moniker, which he uses across multiple popular mobile games.

 

This personal brand, flavor and character weigh heavily into all aspects of the project. The new Revenge game is a product of personal passion for all the developers working on it.

 

History of PathScale

PathScale has a long and interesting past mixed with various hardware and software innovation dating back to 2001. It was born as Key Research and its original mission was to develop clustered Linux server solutions based primarily on AMD64 processors. In 2003 the company came out of stealth mode and was rebranded PathScale. The word PathScale obviously derives from the words ‘path’ and ‘scale’ and it was meant to represent the goal to improve scaling for the software and networking paths of high performance computing. As part of this goal, the deep integration of compiler technology along with the interconnect was born.

The founding fathers of the company share common origins dating back decades ago at Lawrence Livermore National Laboratory. Four of the company's seven founders worked together to build the S1 supercomputer back in the early 1980s. The first chief technical officer at PathScale, Tom McWilliams, had the initial idea for the company and incorporated it in July 2001. He added three of his LLNL colleagues (Jeff Rubin, Jeff Broughton, Fred Chow) to the company shortly thereafter. McWilliams had been a company founder at Valid Logic Systems and Key Computer and worked at SGI, Sun Microsystems and Amdahl Corporation. Chow was formerly chief scientist for compilers at SGI and MIPS.

PathScale Inc. has had a number of change of control. First by QLogic in February 2006, for about US$109 million. A network technology called InfiniPath was marketed as TrueScale by QLogic, and then sold to Intel and became the basis of Omni-Path. The compiler technology was acquired by SiCortex in August 2007, and by Cray in August 2009, when SiCortex was liquidated. Cray owned the intellectual property until March 2012 when a reborn PathScale Inc. acquired all assets.

From 2009 until mid-2016 the new PathScale focused primarily on advanced compiler and toolchain solutions for scientific computing. Under the new leadership, the compiler technology heavily expanded into leading edge computational offloading techniques for accelerators, specifically GPGPU and many-core. This crossed all major hardware ranging from NVIDIA's Tesla, AMD Firepro and ARM and x86 many-core processors. Unfortunately, due to market conditions the viability of an independent compiler company did not last forever. The famous EKOPath and new compiler product ENZO quietly saw their last major release.

For months there was a large amount of uncertainty as to what PathScale would do. With so much software engineering talent and trends in mobile game, the idea was born to risk it all and transform in a completely different direction. From a low level perspective however this really isn't as drastic a change as it may seem. The core GPGPU technology builds on a base knowledge about shader graphics and can relate in some aspects to the needs of the gaming industry. In parallel other engineers simply transitioned from working on challenging C++ compiler internal research to contributing to C++ game engine. The development expertise is very strong, and the mobile gaming aspects needed months of research for an official new project to be born.