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GDC Presentation Reviews

GDCPresoReviews@mastodon.gamedev.place

<p>Reviewing GDC programming presentations based on my own arbitrary criteria, in roughly chronological order.</p><p>Not affiliated with GDC.</p><p>A score of &gt; 5 roughly means I’d recommend watching/listening. &lt; 5 roughly means I wouldn’t.</p><p>I review the presentation in the context of today, not in the context of which they were presented.</p><p>Q&amp;A portions of presentations are not considered.</p><p>Raw scores: <a href="https://docs.google.com/spreadsheets/d/1fuxpeyMLwi83xeWtJfKR4O2ot_LMA--EGmINQOUXqKg/edit?usp=sharing" target="_blank" rel="nofollow noopener" translate="no"><span class="invisible">https://</span><span class="ellipsis">docs.google.com/spreadsheets/d</span><span class="invisible">/1fuxpeyMLwi83xeWtJfKR4O2ot_LMA--EGmINQOUXqKg/edit?usp=sharing</span></a></p>

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    GDC 2019: &amp;quot;Advanced Graphics Techniques Tutorial: High Zombie Throughput in Modern Graphics&amp;quot; by Anton Krupkin, Denis Sladkov of Saber Interactive https://gdcvault.com/play/1025817/Advanced-Graphics-Techniques-Tutorial-High I actually liked this a lot. The first half of the presentation was about their overall frame rendering breakdown, and the second half was about how they made the zombies from a tech art perspective. Their frame rendering was actually a fairly classic Forwa...

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    GDC 2019: &amp;quot;Advanced Graphics Techniques Tutorial: Wakes, Explosions and Lighting: Interactive Water Simulation in &amp;#39;Atlas&amp;#39;&amp;quot; by Mark Mihelich of Studio Wildcard (despite them introducing themselves as being from Grapeshot Games), Tim Tcheblokov of NVIDIA https://gdcvault.com/play/1025819/Advanced-Graphics-Techniques-Tutorial-Wakes This was a very deep (pun intended) presentation, specifically about ocean rendering. They spent roughly half the time talking about s...

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    GDC 2019: &amp;quot;Autonomous Driving Simulation with Unity (Presented by Baidu USA)&amp;quot; by Jaewon Jung, Turner Sinopoli of Baidu USA https://gdcvault.com/play/1026207/Autonomous-Driving-Simulation-with-Unity This wasn&amp;#39;t good, for one major reason which I&amp;#39;ll explain shortly. This presentation was about Apollo https://www.apollo.auto/en/ which they described as, literally, &amp;quot;a ... platform for its partners to develop their own ... systems.&amp;quot; If this isn&am...

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    Phew, I’m 21 presentations into 2019 and I’ve only just finished all the ones that start with “A” 2019 is gonna be a long year

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    GDC 2017: &amp;quot;Cold, Hard Cache: Insomniac&amp;#39;s Cache Simulator&amp;quot; by Andreas Fredriksson (@deplinenoise) of Insomniac Games https://gdcvault.com/play/1023962/Cold-Hard-Cache-Insomniac-s This was interesting. What they were trying to do was find lines of code, across their entire project, that miss the cache a lot. The way they do this is they run their game on PC, and they use x86&amp;#39;s Trap Flag (in EFLAGS) to trap on every instruction. You can use Windows&amp;#39;s Vect...

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    GDC 2017: “Continuous World Generation in &amp;#39;No Man&amp;#39;s Sky&amp;#39;” by Innes McKendrick (@im?) of Hello Games https://gdcvault.com/play/1024265/Continuous-World-Generation-in-No I thought this was better than the other GDC 2017 Hello Games presentation, because this one was more about how to make game content. They do all their generation in spherical coordinates, and only when they need to save out the result do they project the data to the faces of a cube. The stretching was sm...

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    GDC 2017: &amp;quot;Advanced Graphics Tech: How to Thrive on the Bleeding Edge Whilst Avoiding Death by 1,000 Paper Cuts&amp;quot; by Jurjen Katsman of Nixxes https://gdcvault.com/play/1024384/Advanced-Graphics-Tech-How-to I actually thought this was awesome. This speaker is the founder of Nixxes, who started out as a programmer, and whose company shipped two PC ports (Rise of the Tomb Raider and Deus Ex Mankind Divided) on DirectX 12. They&amp;#39;re one of the first companies who shipped AAA...

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    GDC 2016: &amp;quot;Taming the Jaguar: x86 Optimization at Insomniac Games&amp;quot; by Andreas Fredriksson (@deplinenoise) of Insomniac Games https://gdcvault.com/play/1023340/Taming-the-Jaguar-x86-Optimization I thought this was really good, because it discussed CPU microarchitecture in an understandable way. The first section was about the frontend of the chip, which is the part that fetches instructions. The Jaguar can fetch 2 instructions per cycle, which can actually be a bottleneck if y...