|    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.


4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
Wolfgang Engel (Confetti)
Modern rendering systems do not run well on higher resolution displays like 4K monitors. The next generation of consoles will support 4K monitors, therefore one can expect a large amount of target devices that run on 4K resolutions very soon. In this lecture, they will present a new rendering system: the filtered and culled visibility buffer that will perform much better than the traditional systems with higher resolutions, and at least as good as traditional rendering systems with the most common resolutions. Instead of storing data in a G-Buffer that increases with screen resolution substantially, it stores triangle data in a visibility buffer. To optimize that amount and quality of triangles stored in this buffer, triangle filtering and culling is applied in a pre-step. Additionally, the triangle and culling pre-step also prepares all other reader views like shadow map rendering. The source code of the demo application will be freely available. Come and join their talk if you want to see the latest breakthrough in 4K rendering!
D - Using an Emerging Language in Quantum Break
Ethan Watson (Remedy Entertainment)
Can you use D to make games? Yes. Has it been used in a major release? It has now. But what benefits does it have over C++? Is it ready for mass use? Does treating code as data with a traditional C++ engine work? This talk will cover Remedy's usage of the D programming language in Quantum Break and also provide some details on where we want to take our usage of it in to the future.
Create a 20 Times Faster Database Engine Optimized to MMOGs
Shuichi Kurabayashi (Cygames, Inc.)
At Cygames, one of the largest mobile game developers in Japan, we have been providing mobile MMOGs for millions of unique users. Our vision is to realize a massively shared world where millions of players interact, by processing over 3,000,000 simultaneous database transactions. Toward this, we developed an in-house database engine that is 20 times faster than conventional databases including RDB, NoSQL, and even cloud-based data stores, by exploiting multi-core CPUs and SSDs in an optimized way to MMOGs. This talk will explain how to implement a database engine tailored to your title, and explain how it will improve capacity and scalability of the game.
You've Got the Power: Your Game Running Better on Portable Devices!
Antoine Cohade (Intel)
With the recent changes in gaming from traditional desktop towards mobile platforms, the relationship between power and performance is tighter than ever. This session will teach developers practical methods to improve user experience by providing a practical overview of power issues in gaming and showing how to boost the end user experience regardless of the platform's power constraints. To conclude, we will demonstrate how the game Lego Minifigures by Funcom increased gaming time by more than 80% by applying these methods and principles.
Low Complexity, High Fidelity - INSIDE Rendering
Mikkel Gjoel (Playdead)
Mikkel Svendsen (Playdead)
This talk will detail the techniques used to achieve high visual fidelity in the context of the uncompromisingly simplistic aesthetic of INSIDE - Playdead's follow-up to the critically acclaimed LIMBO. We will describe a variety of effects used to achieve an atmospheric look, including local shadowed volumetrics and a robust water-rendering system. Seeking to fine-tune every pixel led us to author lighting as entirely separate diffuse, specular and bounce-light entities, while focusing on artist-approachable tools meant utilizing analytic primitive-based ambient occlusion and screenspace reflections. Further we will elaborate on how the subtle details of artwork can be saved from drowning in color-banding, by properly using dithering to get rid of distracting artefacts.
The Early Days of id Software: Programming Principles
John Romero (Romero Games)
As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id's earliest days built upon one another to produce a unique methodology and a constantly shippable codebase. In this talk, John Romero discusses id software's early days, these programming principles and the events and games that led to their creation.