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CONFERENCE  

|    Programming
    PROGRAMMING

As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development including mature consoles, new handhelds, a highly competitive sales environment, and increased demand for very high production values in games.

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2013 HIGHLIGHTED SESSIONS

Flash to the Max! High Performance 3D Graphics in Silent Hunter Online
Eugen Jiresch (Sproing)
When Adobe introduced Stage 3D into Flash, many compromises were made to ensure maximum compatibility in browsers and computers across the board. Overcoming these constraints, we tried to push the limits as far as we could in the latest release of Ubisoft's browser submarine game, Silent Hunter Online. This technical talk will cover how we successfully ported our multi-platform C++ console rendering engine into Flash using Actionscript/Stage3D, as well as using AGAL for graphical effects such as ocean rendering or other SFX. We will share the biggest obstacles that we ran into and how we overcame them, as well as give insight into problems that have persisted.
Powering the Next Generation of Graphics: The AMD GCN Architecture
Layla Mah (AMD)
This talk will provide a detailed tour of the hardware architecture behind AMD's NextGen GPUs - unveiling the intimate details that make AMD's Graphics Core Next (GCN) architecture so capable at both graphics and compute workloads. Special consideration will be taken to explain how the GCN architecture can best be exploited by graphics engineers working on next-gen game engines.
PlayStation Shading Language for PS4
Chris Ho (Sony Computer Entertainment America)
Richard Stenson (Sony Computer Entertainment America)
The PS4 is powered by a shading language that is familiar, but specific and extended for PS4. PSSL enables a degree of cross-compatibility with the PC, but extends far into specific PS4 hardware extensions that truly unlock features of the PS4 GPU in ways not seen before in this class of modern graphics hardware. This talk will feature the PC compatibility features of PSSL, as well as the hardware oriented extensions that will enable PS4 developers to 'Push the Boundaries of Play' on PS4.
The Art and Rendering of Remember Me
Sebastien Lagarde (DONTNOD Entertainment)
Michel Kotch (DONTNOD Entertainment)
This session will discuss the challenges as well as techniques used for the game Remember Me to get the plausible sci-fi city of Paris. We will see the beginnings of the process: from concept and inspiration, how we fit our vision to our constraints, how the collaboration between art and technique allowed us to get a stylized, physically-based rendering. The technical side will detail our physically-based rendering workflow with tools and our physically-based rendering of wet surfaces. It will also show our dynamic reflection techniques and how we enhanced the image with simple rendering tricks.
Toolchain Independent Distributed Compilation
Dietmar Hauser (Sproing Interactive Media GmbH)
In 2012, a crack programming team set out on a mission to speed up compile times for C++ projects, utilizing the untapped power of idle workstations. With a lot of experience in multi-platform development, the cumulative pain of years of watching compilers do their job and the aid of a government subsidiary, many expected and unexpected obstacles had to be overcome. This is their story.
Broken Age's Approach to Scalability
Oliver Franzke (Double Fine Productions)
Bringing the beautiful and lively world of Broken Age simultaneously to five different platforms ranging from older mobile devices to state of the art PCs with only a small team of programmers was a great challenge. This talk will describe the key decisions made to achieve the necessary scalability and detail the authoring process for characters and environments, the data build pipeline, and run-time techniques such as rendering tricks and fast deployment for rapid iteration and debugging. Several practical solutions for the many challenges associated with mobile/PC cross-platform game development will be presented in detail.

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