|    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.


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.
Developing an Automatically Scaling Game Backend Architecture with Microservices
Kevin Daniel Setiono (OnlineFussballManager GmbH)
Learn to perform miracles by utilizing a state of the art game backend that's simple in its design and leverages Service Fabric, an Actor Model based software framework on Azure, and distributed systems that won't add unnecessary complexity to existing monolithic counterparts and add the peace of mind of disaster recovery and scalability. Topics covered include software design and common pitfalls to avoid.