~/conference

GCAP 2016

titleauthorlength
Let's Make Unity Great AgainKieran Lord55m
Argues that Unity’s usability gaps are fixed by three concrete systems with working code on GitHub: a resource Singleton pattern (ScriptableObject assets…
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Everyone Loves A ToolTony Coculuzzi34m
A node-based dialogue editor Dialer (node-based dialogue editor) reaches 15,000 downloads in a week and later funds an indie for about a year; a tiny curve…
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Procedural Generation: Fun = Feasability + Fairness + InterestingnessIan Lewis57m
Procedural generation is built as a design tool: Party Golf’s system (prototype in 12–48 hours) uses Unity/C#, cellular automata smoothed with Perlin-like…
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Parallel Game Engine DesignBrooke Hodgman01h 04m
Claims that game engines should use a sized thread pool matching hardware threads and a job system with lock-free queue to scale from dual‑core to 32+ cores…
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Writing, Rewriting and Re-Rewriting Armello's AI SystemMatthew Rowland59m
Rebuilds Armello’s AI by running the real Unity/C# gameplay code in a lighter “sim” path so decisions score actual game-state changes rather than hand‑coded…
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Getting Started with VR in Unreal Engine 4Chris Murphy01h 00m
Shows how to start a VR project in Unreal Engine 4 using the built-in HMD+motion controllers template, wiring input in Project Settings so grips pick up…
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The Real Performance Characteristics of Mobile DevicesLewis Strudwick52m
Mobile devices hit hard ceilings from power and thermal limits — e.g. iPhone 6s <4W vs laptop CPU ~50W + discrete GPU ~122W — so desktop-class graphics aren’t…
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Positronic Brain, Your TesterPablo Galaviz46m
An overview of the application of Artificial Intelligence (AI) to game development; game testing in particular. A discussion on the current applications of AI…
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Engines: The Past and FutureTony Albrecht53m
A brisk timeline traces engines from Spacewar on PDP-1 and the Magnavox Odyssey through Atari 2600 tricks and Pitfall’s 255 screens in 255 bytes to Doom’s rise…
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