VI edition of the open, free conference
dedicated to IT themes
8th of September 2018, Katowice

Conference paths

Software Architecture

Microservices, Command Query Responsibility Segregation, Ports and Adapters, Event Sourcing, Domain Driven Design, Test Driven Design, Event Driven Architecture, Clean Code and many more! Find out how to build great software while listening to war stories provided to you directly from a battlefield.

GameDev

Nowadays, video games are becoming more advanced and complex, so how can we keep up with them? What can we do to understand the process of their development? Within this pathway, we offer an enjoyable way of delving into secrets of creating these incredible virtual means of entertainment.

Software Craftsmanship

On this track you can listen about everything connected to personal development, Software Craftsmanship movement, Agile, Scrum, Kanban, modern project management methods like Management 3.0, how to be great at every job interview and finally which next move you should do with your career.
See relation from
fifth edition!

We will listen to

Leszek Godlewski (EA DICE)

Everything is data

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 …

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.

  Language: Polish
  Level: 
Mateusz Osuch (Vile Monarch)

Unity Code & Project Guidelines

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. Code guidelines: Basic …

Unity Code & Project Guidelines

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.
Code guidelines:

  • Basic optimization
  • Handling class members
  • Reflection and events
  • Extension methods

Project guidelines:

  • Advantages of using multiscenes
  • Handling singletons
  • Scene’s objects hierarchy hygiene
  • Handling game data
  • Finding patterns for your game
  • Game architecture layers
  • Making it work out of the box
  Language: Polish
  Level: 
Maciej Pryc (Destructive Creations)

Gameplay programming as an art of deceptions and compromises, based on the Ancestors Legacy game

As a gameplay programmers we want to create game features and mechanics as a whole, perfect and complex systems. Unfortunately, often we have to fight this desire, because of two …

Gameplay programming as an art of deceptions and compromises, based on the Ancestors Legacy game

As a gameplay programmers we want to create game features and mechanics as a whole, perfect and complex systems. Unfortunately, often we have to fight this desire, because of two main reasons. Firstly, we cannot forget about a performance, so we should calculate and process only what is necessary, nothing more. Secondly, there is no point in wasting time and resources on things impossible to notice from the player perspective. Those two aspects often overlap each other and are forcing a programmer to focus on an approximations, estimations and good enough solutions, rather that on complex and extensive systems. Examples from the game Ancesors Legacy will be provided.

  Language: Polish
  Level: 
Adrian Chlubek (The Software House)

Procedural generation at galactic scales

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 …

Procedural generation at galactic scales

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.

  Language: Polish
  Level: 

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Szanowny internauto

SpreadIT szanuje dane osobowe Użytkowników i spełnia wymogi ich ochrony wynikające z powszechnie obowiązujących przepisów prawa, a w szczególności z Rozporządzenia Parlamentu Europejskiego i Rady (UE) 2016/679 z dnia 27 kwietnia 2016 r. w sprawie ochrony osób fizycznych w związku z przetwarzaniem danych osobowych i w sprawie swobodnego przepływu takich danych oraz uchylenia dyrektywy 95/46/WE.

Dane osobowe podane w obrębie Serwisu i podczas kontaktu z organizatorami konferencji SpreadIT wykorzystywane są jedynie w celu umożliwienia uczestnikowi wzięcia udziału w konferencji w roli uczestnika lub/ oraz prelegenta.

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