Media Summary: It's been over a decade since multi-threading became a requirement for Tools! Just the word alone strikes boredom and frustration into most developers. This talk will dive deep into many aspects of tools ... Systems are Everywhere. We see them in everyday life, and in turn, this is a major part of what we develop in our

Gcap 2016 Parallel Game Engine - Detailed Analysis & Overview

It's been over a decade since multi-threading became a requirement for Tools! Just the word alone strikes boredom and frustration into most developers. This talk will dive deep into many aspects of tools ... Systems are Everywhere. We see them in everyday life, and in turn, this is a major part of what we develop in our This talk is a detailed walkthrough of the Reason I don't really like this is this this leads people astray in thinking I think uh so a a 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

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GCAP 2016: Parallel Game Engine Design - Brooke Hodgman
GCAP 2016: Engines: The Past and Future - Tony Albrecht
GCAP 2016: Everyone Loves A Tool - Tony Coculuzzi
GCAP 2016: Systems Are Everywhere - Aleissia Laidacker
Parallelizing the Naughty Dog Engine Using Fibers
Your 1st, 2nd, 3rd, and Nth Game Engines
GCAP 2016: Procedural Generation: Fun = Feasability + Fairness + Interestingness - Ian Lewis
GCAP 2016: Building Trust As Game Designer - James Everett
Multithreading the Entire Destiny Engine
GDP Lecture 3: Game Engines
Lecture 01: Overview of Game Engine | GAMES104 - Modern Game Engine: Theory and Practice
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GCAP 2016: Parallel Game Engine Design - Brooke Hodgman

GCAP 2016: Parallel Game Engine Design - Brooke Hodgman

It's been over a decade since multi-threading became a requirement for

GCAP 2016: Engines: The Past and Future - Tony Albrecht

GCAP 2016: Engines: The Past and Future - Tony Albrecht

Third Party

GCAP 2016: Everyone Loves A Tool - Tony Coculuzzi

GCAP 2016: Everyone Loves A Tool - Tony Coculuzzi

Tools! Just the word alone strikes boredom and frustration into most developers. This talk will dive deep into many aspects of tools ...

GCAP 2016: Systems Are Everywhere - Aleissia Laidacker

GCAP 2016: Systems Are Everywhere - Aleissia Laidacker

Systems are Everywhere. We see them in everyday life, and in turn, this is a major part of what we develop in our

Parallelizing the Naughty Dog Engine Using Fibers

Parallelizing the Naughty Dog Engine Using Fibers

This talk is a detailed walkthrough of the

Your 1st, 2nd, 3rd, and Nth Game Engines

Your 1st, 2nd, 3rd, and Nth Game Engines

Reason I don't really like this is this this leads people astray in thinking I think uh so a a

GCAP 2016: Procedural Generation: Fun = Feasability + Fairness + Interestingness - Ian Lewis

GCAP 2016: Procedural Generation: Fun = Feasability + Fairness + Interestingness - Ian Lewis

Procedural Generation is a hot topic in the area of content production as it enables small teams to limit the time required to build ...

GCAP 2016: Building Trust As Game Designer - James Everett

GCAP 2016: Building Trust As Game Designer - James Everett

Game

Multithreading the Entire Destiny Engine

Multithreading the Entire Destiny Engine

In this 2015 GDC Talk, Bungie's Barry Genova explains how Bungie turned almost every part of Destiny's

GDP Lecture 3: Game Engines

GDP Lecture 3: Game Engines

What is a

Lecture 01: Overview of Game Engine | GAMES104 - Modern Game Engine: Theory and Practice

Lecture 01: Overview of Game Engine | GAMES104 - Modern Game Engine: Theory and Practice

Lecture 01: Overview of