A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase.
The CPU in your machine holds probably 2-8x more computing power than you think, but the ubiquitous programming models we use make it difficult to access that potential. And while data-oriented programming and the Entity-Component-System pattern have been discussed time and time again, we still struggle with adoption. They seem like this weird, low-level thing that only AAA studios bother doing. This talk hopes to show that given the right programming model, viewing your program as a data transformation is not only easy, but - most importantly - fun, and isn’t limited to just AAA games and the Unity Burst compiler.
Procedural rendering at big scale. I will show how to implement a system to procedurally render a galaxy of stars, as well its planets and moons. You will learn about various types of problems that are encountered during rendering such big worlds, we will deal with troubles related to precision of 3D calculations. I will present numerous techniques used to generate needed data, such as value noise and fractal brownian noise, as well how to use them to generate unique set of data required by the application. All of that working on Vulkan and GLSL.
Interactions have always been the backbone of games. Introduction of VR pushes the way player interacts with the world, characters and systems to the next level of advancement. Interactions via motion controllers are the main source of immersion and even the little things like the way player pulls the lever become key factor of immersion. Let’s explore the dos and don'ts of designing interactions for VR.