kortham shared on 2020-03-05:docs.google.com: Postmortem: Making Verdant Skies
A game developed by iDevGames community members, these slides discuss the
development of Verdant Skies, coming to an artistic theme, designing dialog
trees, and how the business fared.
slembcke shared on 2020-04-15:gdcvault.com: Parallelizing the Naughty Dog Engine Using Fibers
This talk is a detailed walkthrough of the game engine modifications needed to
make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered
will include the fiber-based job system Naughty Dog adopted for the game, the
overall frame-centric engine design, the memory allocation patterns used in the
title, and our strategies for dealing with locks.
mysteriouspants shared on 2020-04-22:zeux.io: Writing an Efficient Vulkan Renderer
An article written by Arseny Kapoulkine and included in the book GPU Zen 2, detailing
some of the tricks and techniques for writing efficient Vulkan renderers on different
platforms and hardware.