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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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HIGHLIGHTED SESSIONS

Developing Virtual Reality Experiences with the Oculus Rift
Tom Forsyth (Oculus VR)
Virtual reality is significantly different from monitor-based games in many ways. Many choices that are merely stylistic for traditional games become incredibly important in VR, while others become irrelevant. At Oculus, we have collected together our own experiences working on VR titles, and those of other developers working on our platform; and it has taught us a lot of surprising things. Some of these lessons are obvious when looking at the shipped products, but there are many paths explored that ended in failure. There are subtleties that were highly complex and absolutely crucial to get right, but may not have been apparent when playing the games. In this talk, Tom will focus on a handful of the most important challenges that designers and developers should be considering when exploring virtual reality for the first time.
Dialog Systems in Double Fine Games
Anna Kipnis (Double Fine Productions)
You might have toyed with the idea of having recorded dialog in your game and wondered what, exactly, that would entail. In this session Anna Kipnis, Senior Gameplay Programmer at Double Fine, will give a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue. The lecture will focus on the technology required to make it possible, as well as some useful approaches, including examples of dynamic dialog systems.
The Challenge of Bringing FEZ to PlayStation Platforms
Miguel Angel Horna (BlitWorks)
This session will explore the process of bringing FEZ to the Sony PlayStation platforms. Beginning with the conversion from the existing C# codebase to C++ native code, the talk will then cover memory management without a garbage collector, tuned optimization techniques for each platform, audio engine rewrite, and will finish with special features added to PlayStation builds (Cross-Save, Stereo3D).
Killzone Shadow Fall: Threading the Entity update on PS4
Jorrit Rouwe (Guerrilla Games)
On PS3 the SPUs were too limited for doing typical entity logic (e.g. humanoids walking around and shooting) so all our entity logic was running on a single thread. For PS4 we adopted the 'entity as a job' approach and developed a set of rules that entities have to adhere to. We also developed a way to validate these rules at runtime so that no race conditions occur. Finally we will show how we spread out entity updates across frames. The resulting system has proven itself on the PS4 and there have been surprisingly few race conditions that were not easily caught.
Advanced Linux Game Programming
Leszek Godlewski (Nordic Games)
Ever since the advent of SteamOS, interest in game development for Linux has seen an increase. This lecture aims to address some more advanced issues encountered by programmers on this platform, beyond the very basic Linux setup, and drawing from over a year and two and a half games of experience in the subject. The areas discussed will be:
  • Executable build improvements
  • Crash handling and reporting
  • Memory debugging
  • OpenGL instrumentation and debugging
  • Various caveats, tips and tricks

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