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 ...