GDC

CONFERENCE  

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    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.

Arrow View all GDC China 2014 sessions

2014 HIGHLIGHTED SESSIONS

Diving into VR World with Oculus
Homin Lee (OculusVR)
Oculus has been trying to enforce R&D for giving better VR experience in the hardware and software sides. Homin Lee will give a talk in the session that what they have been researched and developed so far especially in SDK levels including display driver, timewarp and chromatic aberration.
Scope Control on Assassin's Creed 4: Black Flag
Julien Desaulniers (Ubisoft Montreal)
AAA console game development is a delicate process during which a lot of things can potentially go wrong. One thing teams should carefully manage is their scope: how big is the game. With a release date set in stone and a resource count pretty much fixed, scope is the only variable left to actually play around with. The game needs to be ambitious to create a memorable experience the players will enjoy. But still, the team needs to feel they have a real shot at shipping it on time. This session aims at exposing the audience to how the Assassin's Creed 4: Black Flag team approached this problem, the various phases it went through, the decisions that were made and hopefully share with the audience a few good practices along the way.
A Data-Oriented Programming Paradigm for Optimal Performance
Milo Yip (Tencent Technology Co., Ltd.)
Object-oriented programming (OOP) is the most widely used programming paradigm, but OOP may not achieve optimal efficiency in computationally intensive applications due to the hardware bottlenecks shift from processor to memory. Therefore, the game industry has been worked on an alternative programming paradigm in recent years, called data-oriented programming (DOP). It aims at optimizing data storage and access patterns in order to achieve performance closed to hardware limit. This session will analyze the advantages and disadvantages of AOS/SOA storage layout for SIMD implementation. Then a design pattern called flexible table will be presented. It is flexible for storage layout and at the same time saves memory and improves performance. Finally the talk will show how these techniques are applied in games.
Advanced Real-time Path Find in Dynamic Environment in Supernauts
Harri Hatinen (Grand Cru)
Efficient path-finding and navigation algorithms are a very essential part of any game AI. In Supernauts we used path finding heavily on both client side for control mechanics and on server side for NPC AI. That meant that our algorithm required to work on dynamic environment, with minimal pre-calulation and very fast. After a lot of research work and experimentation we ended up implementing a NavMesh type of data structure that creates itself on-the-go depending of the requests from the game. The session will show you how we processed existing research for our specific needs and the implementation details of our final data structures and algorithms.

 

ALL 2014 PROGRAMMING SESSIONS

A Data-Oriented Programming Paradigm for Optimal Performance
Milo Yip (Tencent Technology Co., Ltd.)
   
Advanced Real-time Path Find in Dynamic Environment in Supernauts
Harri Hatinen (Grand Cru)
   
AI Positioning and Spatial Evaluation: A Primer
Damian Isla (The Molasses Flood)
   
Diving into VR World with Oculus
Homin Lee (OculusVR)
   
Engine Development of Moonlight Blade
Bailin An (Tencent Technology Co., Ltd.)
   
Scope Control on Assassin's Creed 4: Black Flag
Julien Desaulniers (Ubisoft Montreal)
   

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