~/talk

Engines: The Past and Future

Talkat GCAP 2016 · 2016-11-01..11-02· [game-development, computing-history]
slides:none on file

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 via shareware distribution and Quake/Unreal turning engines into products. Notes specific tech shifts: assembly to C, hardware rasterization to GPUs, middleware like Havok, and Unity’s growth after its iPhone pivot. Identifies current bottlenecks—content pipelines, iteration speed, support—and predicts a modular future of small, specialized engine components and plugin-driven workflows.

AI-written summary · about

  1. 0:00Introduction
  2. 2:15The Transistor
  3. 7:00The PDP1
  4. 12:24Commodore PET
  5. 14:38X86
  6. 15:21TS1000
  7. 16:49Marble Madness
  8. 17:39Game Maker
  9. 23:09Quake
  10. 24:14Unreal
  11. 25:32Painmaker
  12. 27:56Unity
  13. 34:40Constraints
  14. 35:20Is programming becoming obsolete
  15. 35:45The logic involved in games
  16. 36:27Mobile games
  17. 36:55PC games
  18. 37:20Engine evolution
  19. 39:20Current engine problems
  20. 41:45The computer software industry
  21. 42:20Processes
  22. 42:55Problems Shifting
  23. 43:10The Engine of the Future
  24. 44:20Support
  25. 45:10Clowns
  26. 45:20Questions
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.