| On the software side I don't think HFT is as special a space as this paper makes it out to be.[1] Each year at cppcon there's another half-dozen talks going in depth on different elements of performance that cover more ground collectively than any single paper will. Similarly, there's an immense amount of formal literature and textbooks out of the game development space that can be very useful to newcomers looking for structural approaches to high performance compute and IO loops. Games care a lot about local and network latency, the problem spaces aren't that far apart (and writing games is a very fun way to learn). I don't have specific recommendations for holistic introductions to the field. I learn new techniques primarily through building things, watching conference talks, reading source code of other low latency projects, and discussion with coworkers. [1]: HFT is quite special on the hardware side, which is discussed in the paper. The NICs, network stacks, and extensive integration of FPGAs do heavily differentiate the industry and I don't want to insinuate otherwise. You will not find a lot of SystemVerilog programmers at a typical video game studio. |
Video games try to cram as much work as possible within about 16 milliseconds whereas for most trading algorithms 16 milliseconds is too slow to do anything, you want to process and produce a response to input within the span of microseconds, which is 3 orders of magnitude faster than a single frame in a video game.
The problem spaces really are quite distinct in this respect and a lot of techniques from one space don't really carry over to the other.