GCAP 2016
2016-11-01..2016-11-02
Melbourne, Australia
GCAP ·
[GCAP 2016, GCAP 2017, GCAP 2019, GCAP 2020, GCAP 2021, GCAP 2022, GCAP 2022: Ambition, GCAP 2023: Empower, GCAP 2024, GCAP 2025]
| title | author | length |
|---|---|---|
| Let's Make Unity Great Again | Kieran Lord | 55m |
Argues that Unity’s usability gaps are fixed by three concrete systems with working code on GitHub: a resource Singleton pattern (ScriptableObject assets… | ||
| Everyone Loves A Tool | Tony Coculuzzi | 34m |
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… | ||
| Procedural Generation: Fun = Feasability + Fairness + Interestingness | Ian Lewis | 57m |
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… | ||
| Parallel Game Engine Design | Brooke Hodgman | 01h 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… | ||
| Writing, Rewriting and Re-Rewriting Armello's AI System | Matthew Rowland | 59m |
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… | ||
| Getting Started with VR in Unreal Engine 4 | Chris Murphy | 01h 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… | ||
| The Real Performance Characteristics of Mobile Devices | Lewis Strudwick | 52m |
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… | ||
| Positronic Brain, Your Tester | Pablo Galaviz | 46m |
An overview of the application of Artificial Intelligence (AI) to game development; game testing in particular.
A discussion on the current applications of AI… | ||
| Engines: The Past and Future | Tony Albrecht | 53m |
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… | ||
| nothing matches | ||