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:

Flash to the Max! High Performance 3D Graphics in Silent Hunter Online

Eugen Jiresch  |  Programmer, Sproing Interactive Media GmbH


Location: Congress Saal 1

Format: Lecture
Track: Programming
Vault Recording: Video


When Adobe introduced Stage 3D into Flash, many compromises were made to ensure maximum compatibility in browsers and computers across the board. Overcoming these constraints, we tried to push the limits as far as we could in the latest release of Ubisoft's browser submarine game, Silent Hunter Online. This technical talk will cover how we successfully ported our multi-platform C++ console rendering engine into Flash using Actionscript/Stage3D, as well as using AGAL for graphical effects such as ocean rendering or other SFX. We will share the biggest obstacles that we ran into and how we overcame them, as well as give insight into problems that have persisted.


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