Date of creation: 6.8.2011
Description: I held a seminar at the Assembly 2011. The topic was about the hurdles of programming gameplay code in a way that allows it to be flexible, performant and run in parallel in multithreaded environments (such as the PC or the PS3). I’m talking as an employee of Housemarque games and the talk discusses about some past approaches we took in Super Stardust HD and Dead Nation games as well some future stuff we’re trying out.