Entries for tag "events", ordered from most recent. Entry count: 134.
# "Co działa szybko, a co wolno w grafice 3D?" - talk at Collegium da Vinci
(EN) This post will be in Polish because it's an invitation for my talk, which will happen 7th December 2018 in Collegium da Vinci in Poznań, and it will be in Polish.
(PL) Wszystkich zainteresowanych tworzeniem gier (także w Unity czy Unreal Engine, niekoniecznie zaawansowanym programowaniem grafiki w C++) mam przyjemność zaprosić na mój wykład pt. „Co działa szybko, a co wolno w grafice 3D?”, który odbędzie się 7 grudnia 2018 na uczelni Collegium Da Vinci w Poznaniu, w ramach cyklu spotkań „INTERAKCJE”.
Opis: Grafika 3D jest istotną częścią współczesnych gier video, a jej wydajne renderowanie jest niezbędne do płynnego działania gier w czasie rzeczywistym. Znajomość podstaw tej dziedziny jest przydatna niezależnie od wybranej technologii (np. Unity, Unreal Engine czy własny silnik pisany w C++). Wykład stanowi przegląd technik stosowanych w grafice renderowanej z użyciem współczesnych GPU z podkreśleniem, które z nich mogą stanowić problem wydajnościowy oraz jakimi sposobami można uzyskać lepszą wydajność.
# Porting your engine to Vulkan or DX12 - video from my talk
Organizers of Digital Dragons conference published video recording of my talk "Porting your engine to Vulkan or DX12":
PowerPoint slides are also available for download here: Porting your engine to Vulkan or DX12 - GPUOpen.
# My upcoming 3 talks
I'd like to invite you to my upcoming talks:
Tuesday 15 May at Czestochowa University of Technology, Faculty of Electrical Engineering, I will talk about computer graphics. Topic is: "Grafika komputerowa jako kreatywna dziedzina informatyki".
One week later I will give more advanced talk, in English this time. At Digital Dragons conference in Kraków I will talk about "Porting your engine to Vulkan or DX12". Later that week I will discuss the same subject at Nordic Game conference in Malmö.
# A MAZE in Berlin - my impressions
Last week I've been on A MAZE - an event in Berlin advertsed as "7th International Games and Playful Media Festival". I went there together with a large group of people from Polygon - gamedev interest group from Warsaw University of Technology. I liked it a lot because it's something different from what I've attended before, and I've been on many events, like gamedev conferences (e.g. GDC), demoscene parties (e.g. Revision), gaming expo (e.g. Poznań Game Arena), cybersport events (e.g. World Cyber Games), or events decated to retro computers.
A MAZE could be described as independent games festival. Majority of events took place between Thursday and Saturday. Its main part was game exhibition, where booths with many games were available for visitors to play or talk to their developers. They were indie games, so either very artistic, containing some original gameplay ideas, unusual controller, or somehow politically involved. Contrary to expo at GDC, there were no AAA titles, no big publishers, IHVs or middleware developers. There were some really polished and commercially successful games though, e.g. SUPERHOT.
Second big part of the event were talks happening on two stages. Again, they were very "alternative", often delivered by artists or academics. They either discussed some ideas or artistic vision behind some game, touched politics (of course all from the left side of political scene, e.g. about helping migrants, women, and other minorities), or they were purely fun. There was very little about programming and nothing about advanced rendering technology. Most of indie developers use Unity. I attended one of the workshops about Unity, but it was very basic - speaker explained what is bool, int etc.
Besides, there were concerts every evening with bands or DJs playing, VJs making visualizations, lots of beer and other festival fun :) I recommend attending A MAZE at least once to anyone interested in games or game development, just because it's so different from other events. Plus it happens in Berlin, and I love the atmosphere of this city :)
# Memory management in Vulkan and DX12: slides are online
Slides from my talk at Game Developers Conference (GDC) 2018: "Memory management in Vulkan and DX12" are now available online, as part of materials from Advanced Graphics Techniques Tutorial. Access to this PDF is open to anyone, not behind GDC Vault paywall. I've put some additional information in "backup" slides at the end that I didn't show during my presentation. The slides are designed the way that you can learn from them even without seeing the talk.
Update 2018-05-04: Slides from my talk in PPTX format with additional notes are now available (together with many other GDC 2018 presentations) on page: GDC 2018 Presentations - GPUOpen.
# Memory management in Vulkan and DX12 - my talk at GDC 2018
If you happen to come to this year's Game Developers Conference (GDC), I'd like to invite you to my talk: "Memory management in Vulkan and DX12". During this lecture I will not only advertise my Vulkan Memory Allocator library, but I will also show technical details, tips and tricks for GPU memory management that you can use on your own when programming using Vulkan or Direct3D 12.
# Code Europe Conference 2017 Warsaw - Some Random Thoughts
2017-12-07 I've been on Code Europe conference in Warsaw, Poland. Despite happening in just one day, it was a big event, with many talks at the same time, so I needed to choose the ones which seemed most interesting. Some of them were great, some... not that good.
The one that I liked the most was Adam Tornhill talking about "A Crystal Ball To Prioritize Technical Debt". He started by discussing technical debt in general, especially how "interest" accumulates over time, where time could be defined best as a frequency in which developers modify particular file or function. He stated that all metrics for measuring code complexity are equally bad, so the simplest one - number of lines of code - can be successfully used. He then presented a very cool way of visualizing "hot spots" - places that are the biggest pain points and that would benefit most from refactoring. If every circle represents a source file, its radius is its complexity (number of LOC), and the circle is more red the more frequently it was modified, then the files that are both big and red are the clearly visible hotspots.
But then a thought came to my mind: What if an external, well-paid consultant comes in to a software company to do such analysis? He then writes in his report: "After gathering all the data about your project and using sophisticated software tools I found that this particular file and function is very big, sophisticated, modified frequently by developers from different teams and so you should refactor it." Then all the developers of that company are like:
Possibly one of the developers could have a courage to tell the consultant: "You know what? We work with this code every day. We all know it better than you do. Maybe you go speak will our manager and convince him to give us time for that refactoring instead of requesting more and more features implemented or bugs fixed ASAP, which introduces even more hacks to the code. That would be actual useful work."
I liked the presentation of Roel Ezendam from RageSquid about "Applying the programmer mindset throughout your entire game studio". There was a lot about game development, but this talk could be seen in more general context. People tend to look at management, marketing, and other positions as something separate of even opposite to being a developer - a technical person. He showed that running a small company while still being a developer can lead to innovative way of doing things, like developing custom tools to automate certain tasks or make them more convenient (e.g. using Slack webhooks).
I didn't like the presentation of Ahmad Nabil Gohar from IBM "Blockchain.currentState() and How Will it Impact Your Industry?" The content was OK - he mostly explained the idea of blockchain (which I already knew), after which he enumerated many industries that could benefit from using it. But the slides were not prepared in a good way, in my opinion. First of all, there were 120 of them, and they contained a lot of text. Obviously he couldn't explain each one of them to finish his presentation is less than one hour, so he was going very quickly and even skipping some. The slides were also not very readable due to e.g. putting blue text on blue background.
This presentation, as well as some other inspired me to think that there a whole spectrum of types of presentations. I'm talking about both the slides and the speech together. On one end, there is urge to convey as much information as possible, so there are many slides, lots of text, they seem quite boring, the speaker goes very fast and so it's hard to follow him and to remember all of this. It happens when the speaker wants to actually teach people some new subject - a thing impossible to do in just one hour talk, because that's what university courses and books are for.
On the other end there are talks which are more like "shows" - easy and nice, speaker telling a lot of stories and conveying emotions, slides drawing attention thanks to using a lot of pictures and single words. Such presentations are fun, but they don't carry any information - they just leave people feeling good without anything new to take out. It happens especially if a very famous person is invited to talk about anything he wants - it doesn't matter what he says because it's only his name in the agenda that matters.
In my opinion, a good talk is something in between. It should express some idea and communicate it clearly, provide just enough information to understand it, with amount of content and pace of delivery slow enough so it's easy to keep up. Slides should show some meaningful text and pictures, while the speech should augment them with additional information and context.
Besides talks there was also quite big expo with many companies advertising their job offers for developers. Most of them were looking for Java or .NET developers, sometimes also PHP or Node.js. I could feel there how exotic my specialization is. There was one game company, but they make their games in Unity. I found only one company that was looking for a C++ developer - it was Ericsson.
She started from explaining WebSockets. My thought was: "Wow, so it's actually possible to have a persistent connection and use it to send any data, any time, in any direction, without text-based request-response protocol? Then desktop applications are so hipster! They did it before it was cool. Actually they did it like... forever."
But the most shocking for me was hearing that their RPC (Remote Procedure Call) "happens so fast almost like having the function locally". Yeah, right, by sending parameters and receiving results over Internet, where the best latency you can get is few milliseconds... While last week I reinstalled my whole system just because a system function was taking 2.5 microseconds instead of 22 nanoseconds, which was ruining my program.
I'm sorry, I didn't want to sound so negative. I just have a bad mood recently. Overall the conference was very inspiring and though-provoking, which is good. I can recommend it to any developer, no matter what programming language you use.
# Immediate Mode GUI - Theory and Example - Slides
Today I gave a talk at Warsaw GameDev Meetup. Topic of my presentation was: "Immediate Mode GUI - Theory and Example". You can download slides here: