Unfun - видео - все видео

Новые видео из канала RuTube на сегодня - 21 April 2026 г.


Видео на тему: Unfun - видео


GDC 2017 Speaker: Timothy Ford Company: Blizzard Entertainment Format: Programming 'Overwatch' uses a cutting-edge Entity Component System (ECS) architecture to create a rich variety of gameplay. Each hero in 'Overwatch' must stand on their own in terms of depth. Blizzard's team leverages ECS to curtail complexity, even as they continue to add new crazy features. From Swedish dwarves building turrets on moving trucks, to Brazilian DJs shooting giant soccer balls with their sonic guns, there are no constraints on the types of gameplay they have to author. 'Overwatch' is a multiplayer shooter, so it is critical that all game features are responsive and accurate. In this session, Blizzard's Timothy Ford will cover how this networked simulation works, and how it leverages determinism to achieve responsiveness and precision.GDC 2017 Speaker: Dan Reed Company: Blizzard Entertainment Format: Programming 'Overwatch' uses a proprietary visual scripting language called Statescript to execute the high-level state machines used throughout the game, including the logic driving hero weapons and abilities. This talk describes the features of the language and why they were chosen, and it explores how prediction and replication of script behavior is automated so that common networking problems are handled for the scripter. This approach to synchronizing fast-paced gameplay over variable-quality networks comes with both benefits and challenges. A variety of networking topics are discussed in this talk, including responsiveness, security, bandwidth usage, seamlessness, and ease of implementation. Statescript addresses each of these concerns, providing designers with a flexible, iterative workflow in which new heroes can quickly be taken from prototype to shippable with little to no new code.GDC 2024 Speaker: David Block Company: CD Projekt RED Format: Programming This talk covers the evolution of REDengine 4's thread-based job system: its API, internal implementation details, and our overall efforts to achieve greater parallelism. The final design was the result of many iterations and stages of feedback while the game was under development. The final approach chosen resulted in nearly all engine and gameplay systems taking advantage of multiple cores, which helped toward reaching our performance goals. Particular topics include solutions for a thread-based approach using counters for interjob dependencies, debugging and profiling, practical philosophy towards CPU resource sharing, integration with other systems, and overall approaches to the composability of jobs.GDC 2024 Speaker: Charles Tremblay Company: CD Projekt RED Format: Programming Cyberpunk 2077 features an incredibly dense and action-packed world that places huge demands on CPU processingsomething that is pushed even further in the post-launch Episode Phantom Liberty. This talk dissects, in detail, a single CPU frame sampled from Phantom Liberty, in order to illustrate how the work for the various systems that drive the game are distributed across CPU cores in order to achieve 60 FPS gameplay in performance mode while updating one of the densest video game worlds to date. The process for how the team worked out their CPU budgets is described, as well as how they approached the challenge of balancing the desire to saturate CPU cores with useful work, and system update dependencies. Comparisons are made to CPU frames sampled in different gameplay situations to highlight the differences that can occur based on what is currently happening in the game.GDC 2024 Speaker: Christopher Pierse, Samy Duc Company: Electronic Arts, Respawn Entertainment Format: Programming Apex Legends launched four years ago with no skill-based matchmaking (SBMM). While players often claim that the best SBMM is no SBMM, significant evidence proving otherwise quickly emerged and the team has been iterating on in-house approaches to matchmaking since. This session is a full chronological review of how and why the matchmaking in Apex Legends has evolved since launch. Technical Director Samy Duc and Principal Data Scientist Christopher Pierse will discuss the details of Respawn's tech stack, skill measurement algorithms, and matchmaking algorithms at every step of this journey.GDC 2024 Speaker: Alexander Balakshin Company: Remedy Entertainment Format: Programming For Alan Wake 2, Remedy Entertainment is using a new data-oriented ECS gameplay framework instead of the previous object-oriented one. As a result, we have performance gains such as cache coherency and multithreading out of the box. Also, being implemented using some of the latest C++ features, the new framework changes the way gameplay programmers write their code by providing them some extra convenience and productivity.We will present how this framework is used for implementing one of the game's features the Case Board. We will cover how we describe the Case Board objects with components, how we register their systems, and how we interact with other modules (camera, cursor, etc.). Finally, we'll show how the interaction between C++ code and Lua scripts is organized.GDC 2025 Speaker: Maciej Celmer Company: CD PROJEKT RED Format: Programming Take an insider look at the police chases in Cyberpunk 2077 and dive into the dynamic spawning of road blockades and MaxTac AV encounters, which add flavor to regular police chases and are designed to keep players on the edge of their seats. Discover how the CD PROJEKT RED team leveraged Night City's vast, vertical environment with graph-based lane discovery and asynchronous spawn points generation, ensuring seamless and engaging pursuits. With maximizing player's fun in mind, this talk will also explore the unique technical challenges and solutions required to make these two features work. Expect detailed visualizations and behind-the-scenes insights from the developer who brought these features to life.GDC 2025 Speaker: Bryan Keiren Company: Guerrilla Format: Tools Summit All games contain scripted logic, yet not every developer has an affinity for code. A visual programming framework can unlock a world of productivity for a wide range of developers, if the user experience is smooth enough. It can be used by multiple engine systems and doesn't have to come at the cost of performance.In this session, Bryan Keiren, Principal Game Tech Programmer at Guerrilla, will tell you about how a visual programming framework for audio scripting became a blueprint for visual programming in other subsystems of Guerrilla's DECIMA engine such as animation, game logic, and shaders. The audience will be guided through which features helped to achieve fast creation and iteration times, how it enables content creators to independently debug their content, how the framework has scaled to multiple engine systems, and how it supports developers of all disciplines to code without writing code.GDC 2025 Speaker: Sergei Avdeev Company: Saber Interactive Track / Format: Programming The session explores the development of a custom Entity Component System (ECS) built for Space Marine 2 to create hordes of enemies and other details in the game. The talk will cover many practical challenges of converting a traditional OO engine to include ECS features, as well as explore how to design your own ECS from the ground up to suit your game.GDC 2025 Speaker: Ben Sunshine-Hill Company: Havok Format: Programming Is there even such a thing as a "perfect" nav mesh? What would be the point of having one? And why is your AI so bad at navigating on cave walls and rope bridges? In this session, Ben Sunshine-Hill pulls back the curtain on more than a decade of evolution in AAA navigation systems, describes the hidden link between navigation and physics, and shows how off-the-shelf geometry processing libraries can be used to generate navigation data you can actually rely on.GDC 2025 Speaker: Isadora Rodopoulos Company: Coldblood Inc. Format: Programming How you and your team spend time is key to achieving a sustainable development workflow. The time invested in developing tools pays off over the years by providing a solid foundation with a rapid iteration. Making these tools delightful to use reflects on the game quality, team culture, cohesion, and the creative energy poured into the game.In this talk, Isadora will present nine tips for investing in development tools for your small indie team. She will cover how a data-oriented mindset helps build a modular and flexible gameplay architecture; how building tools tailored for the team's exact needs ensures scalability and simplicity; and how to balance engine development, tools development and gameplay implementation to maximize your team's sustainability and morale.GDC 2025 Speaker: Gabor Molnar Company: Warhorse Studios Format: Programming Character customization is a crucial part of every RPG. Kingdom Come: Deliverance featured one of the most sophisticated clothing systems ever created for a video game. However, during development we faced significant technical and artistic challenges.In this session, Gbor shows how he managed to reduce memory usage, CPU overhead and the number of draw calls, while simultaneously enhancing the visual fidelity of the characters in the sequel, Kingdom Come: Deliverance II. The presentation covers topics including material atlasing, ID mapping, material propagation, UV space decals, hiding groups and LODs. Attendees gain insight into our armor layering system as well as the blood, grime, and damage systems. Thanks to new character customization features, a broader range of cultures can now be represented. These features are applied not only to humans but also to animals, improving the diversity of forest environments.