Core Dump: Day 2 - Part 2
0:00:00 What strategies do we use to approach debugging and profiling issues?
Jonathan Garrett (Lead Engine Programmer - Insomniac Games)
Tony Arciuolo (Senior Engine Programmer - Insomniac Games)
Elan Ruskin (Senior Engine Programmer - Insomniac Games)
Jonathan Adamczewski (Senior Engine Programmer - Insomniac Games)
Tony Albrecht (Senior Engineer, Riot Games)
0:33:59 The line between procedurally generated and art-guided procedures and making development VR work.
Ron Pieket (Senior Engine Programmer - Insomniac Games)
Kalin (funktronic labs)
0:59:38 How do we manage iteration time (including for programmers)?
Jonathan Garrett (Lead Engine Programmer - Insomniac Games)
Andreas Fredriksson (Lead Engine Programmer - Insomniac Games)
Eric Li (Harmonix, Engine Programmer - Insomniac Games)
Danielle Cerniglia (1st Playable Productions, Senior Programmer)
1:34:00 Rendering, managing shader complexity and programmer bottlenecks vs art flexibility.
Tony Arciuolo (Senior Engine Programmer - Insomniac Games)
Matt Pettineo (Lead engine programmer, Ready At Dawn Studios)
All Day 1: https://www.youtube.com/playlist?list=PLOm9SeAVU7idAZVnZUBT90Yj7AeLk0e2X
All Day 2: https://www.youtube.com/playlist?list=PLOm9SeAVU7icJGxSUjK864Ls_fTaFwHqI