So as of now, I have a somewhat decent grasp about how to break up jobs into smaller parts for parallel processing. I wanted to move to designing an engine framework that revolved around handling different systems such as physics or rendering as different threads when I came across this article by intel: http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine.
It seemed really interesting, so I downloaded the source code to their demonstration and was looking at it.
My question is, how relevant is this paper today? Is this scheduling technique used widely in the games industry?