GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Toolchain Independent Distributed Compilation

Dietmar Hauser  |  Head of Console Technology, Sproing Interactive Media GmbH


Location: Congress Saal 2

Format: Lecture
Track: Programming
Vault Recording: Video


In 2012, a crack programming team set out on a mission to speed up compile times for C++ projects, utilizing the untapped power of idle workstations. With a lot of experience in multi-platform development, the cumulative pain of years of watching compilers do their job and the aid of a government subsidiary, many expected and unexpected obstacles had to be overcome. This is their story.

Takeaway

This presentation will cover the process of implementing a working solution for distributing compilation tasks over the network, independent of the particular compiler used. It also digs deeply into what's actually happening when a C++ source code file is being compiled and what to look out for. Many C preprocessor tricks and pitfalls are also uncovered and discussed.

Intended Audience

C++ programmers and technical directors.



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