Quick Overview: It's been over a decade since multi-threading became a requirement for Systems are Everywhere. We see them in everyday life, and in turn, this is a major part of what we develop in our Tools! Just the word alone strikes boredom and frustration into most developers. This talk will dive deep into many aspects of tools ...

Gcap 2016 Parallel Game Engine - Detailed Overview & Context

It's been over a decade since multi-threading became a requirement for Systems are Everywhere. We see them in everyday life, and in turn, this is a major part of what we develop in our Tools! Just the word alone strikes boredom and frustration into most developers. This talk will dive deep into many aspects of tools ... Reason I don't really like this is this this leads people astray in thinking I think uh so a a This talk is a detailed walkthrough of the Procedural Generation is a hot topic in the area of content production as it enables small teams to limit the time required to build ...

In this 2015 GDC Talk, Bungie's Barry Genova explains how Bungie turned almost every part of Destiny's Interviewee: Matt Sutherlin Interviewer: Allan Deutsch. Although the code for sending geometry content to the graphics renderer is ready for use, I'd like to spend a bit more time and ...

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GCAP 2016: Parallel Game Engine Design - Brooke Hodgman
GCAP 2016: Systems Are Everywhere - Aleissia Laidacker
GCAP 2016: Engines: The Past and Future - Tony Albrecht
GCAP 2016: Everyone Loves A Tool - Tony Coculuzzi
Your 1st, 2nd, 3rd, and Nth Game Engines
Parallelizing the Naughty Dog Engine Using Fibers
Which Engine is the Best Game Engine?
GCAP 2016: Procedural Generation: Fun = Feasability + Fairness + Interestingness - Ian Lewis
Inside A Game Engine
Experiment: A Reactive 3D Game Engine in Scala
Multithreading the Entire Destiny Engine
Rendering Engine Architecture
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