JetBrains GameDev Days 2024
2024-10-09..2024-10-10
-- online --
as the organisers put it
JetBrains GameDev Days 2024 is a free live virtual event dedicated to game development, covering Unity, Unreal Engine, and Godot.
who it's for
unity developers, engine developers, godot developers, unreal developers, platform engineers, build and release engineers, backend engineers
topics
Rider for Unreal Engine; Rider debugging for Unity; TeamCity BuildGraph distributed mode; godot-kotlin-jvm Gradle plugin; Kotlin coroutines and signals in Godot; embedding C# with Mono and CoreCLR; DOTS ECS chunks and Burst; Godot native addon with GDextension; Orleans actor systems on .NET; protocol buffers over WebSocket; configuration and inheritance with Kotlin
| title | author | length |
|---|---|---|
| JetBrains GameDev Days 2024 | Daniel Gallo, Matt Ellis, Ilya Bogin, Pierre-Thomas Meisels, Tristan Grespinet, Cedric Hippmann, Andreia Gaita, Alex Drum, Johnny Thompson, Alexander Bondarev, Anastasia Kazakova, Chris Perez, Johannes Ebner | 08h 28m |
Quick, specific takeaways to pick a session tonight: JetBrains Rider demo shows Unreal editing, distributed BuildGraph in TeamCity with self‑hosted agents and… | ||
| Turbocharge Your Unreal Engine Game Development With JetBrains Rider and TeamCity | Daniel Gallo, Matt Ellis | 59m |
Rider demonstrates live Unreal code indexing (including blueprints), instant UnrealHeaderTool inspections as-you-type, safe renames that auto-add core… | ||
| Developer Experience in Mobile GameDev: How We Rebuilt a Plane in Flight | Ilya Bogin | 50m |
Playrix rebuilds developer experience with a concrete 10‑step plan that creates a green master (100% green target) enforced by nightly bundles and a… | ||
| State of Game Technology Roundtable | Anastasia Kazakova, Chris Perez, Johannes Ebner, Andreia Gaita, Tristan Grespinet | 39m |
A 2024 industry survey with 576 respondents across 64 countries shows game engines moving into film LED volumes, virtual production, automotive HMI and defense… | ||
| Godot Game Development Leveraging Kotlin | Pierre-Thomas Meisels, Cedric Hippmann, Tristan Grespinet | 26m |
Live demo shows the actual workflow: download the godot-kotlin-jvm custom Godot build plus its jar, set JAVA_HOME and Java 11, generate a Gradle project using… | ||
| CSharpify Your Engine: A Guide to Embedding C# | Andreia Gaita | 53m |
Explains how to actually embed C# into a C++ engine: initialize a runtime (Mono or CoreCLR), obtain delegates with corlib_create_delegate, and marshal data… | ||
| Rider Tips and Tricks for Unity Development | Alexander Bondarev | 28m |
Adds double jump and three lives to a Unity sample, implements a shader that changes color by speed and alpha by health, and wires health to material… | ||
| Game Engines With C# and Rider | Alex Drum | 01h 00m |
A Pokemon-like engine is built from scratch using SDL2 and C# and shipped with two custom scripting languages that have Rider language servers; Rider’s… | ||
| Why DOTS Is Unity's Silver Bullet | Johnny Thompson | 59m |
Claims DOTS (Entities, Jobs, Burst, NetCode, Havok) delivers real, measurable speedups — Burst often gives ~10x improvements and Jobs parallelize work across… | ||
| Building a Godot Addon | Johannes Ebner | 44m |
Step‑by‑step how to build and publish a Godot addon: creates a small GDScript plugin demo that adds editor buttons, shows the two lifecycle hooks (enter_tree /… | ||
| Debugging Unity Games With Rider | George Lemeshko | 21m |
JetBrains Rider connects to Unity and shows practical debugging: collection visualizers display arrays and tables with filters and plots, a texture viewer… | ||
| How We Built the Backend Architecture for HAWKED: Principles, Technologies, and Tools | Vyacheslav Morov | 43m |
HAWKED backend uses C#, .NET, Orleans (actor model) and ASP.NET microservices, deployed on Linux via Nomad, with Redis for caching and Consul for runtime… | ||
| Streamlining Configuration With Kotlin: Harnessing Inheritance, Variables, and More! | Jamie Berghmans | 49m |
Demonstrates building a TeamCity Kotlin DSL setup that compiles during edit, producing runnable pipelines for Windows, macOS and Linux from one reusable base… | ||
| nothing matches | ||