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:

C++ in the Browser: A Tale from the Trenches

Andr Weissflog  |  Head of Development, Drakensang Online / Bigpoint Berlin, Bigpoint GmbH


Location: Congress Saal 1

Format: Lecture
Track: Programming
Vault Recording: Video


The technology is here to port large 3D games written in C++ to run in browsers without plugins, but a lot of pitfalls await the daring adventurer. Gather around the campfire and listen to the traveler who's been through all the joys and horrors of cross-compilation and survived.

Takeaway

Attendees will learn about the current state, advantages, and disadvantages of the three C++-to-web technologies (Native Client, flascc and emscripten - with a strong focus on emscripten), how to prepare and port their existing code bases, and how to deal with the limitations of running in a browser environment.

Intended Audience

The presentation is targeted at experienced programmers who have done engine or framework development, and are interested in porting existing or writing new C/C++ code to web browser environments. A deep understanding of what's happening "under the hood" of a 3D application written in C/C++ is a plus.



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