Resilient “system stays responsive in the face of failure. This applies not only to highly-available, mission-critical systems — any system that is not resilient will be unresponsive after a failure. (...) The client of a component is not burdened with handling its failures.” — The Reactive Manifesto.
A load balancing or a circuit breaker aren’t a Golden Hammer of resilience. It is good to know how to help handling latency and concurrency issues in other ways. During this talk I will present a fault tolerance assurance concepts. After this presentation you will know more about bulkhead, rate limiter, circuit breaker, fallback and other patterns important for each engineer aware of fallacies of distributed computing. Resilience support is important not only for reactive systems or cloud, but generally for all kind of network software and it needs more attention.
Game interface is always an unique challenge for the programming team. It's close to traditional bussiness applications with layers, views and models but also very different - it needs to be dynamic, responsive and appealing. UI-heavy games need a complex UI system that can handle timing, responsivness and eye candies while being versatile enough to cope with ever-changing design. Structurizing UI implementation always speed up the process of adding and removing its' elements. This talk will present typical UI problems, patterns and solutions forged during the development of Frostpunk
Do you feel like you don’t deserve most of the success you have attained? Are you afraid that people will soon realize that you are not as smart as you make yourself out to be? Do you find difficult to accept compliments? Impostor Syndrome: does it concern you? What actually is Impostor Syndrome? What are the symptoms and how to cope with this syndrome?
Starting to create a 3D object in Blender, which will then be an Asset in Unity, very important is the right pipeline, which consists of proper preparation of Low and High Poly objects, proper burning of all maps in Substance Painter, and proper import of the object into Unity. Without making mistakes, at the above-mentioned stages, we can be sure that our 3D object will look good and will be properly optimized, which will always positively affect the appropriate graphic performance in our project.
This knowledge, in addition to 3D designers, should also have programmers, devs, who will know what an appropriately prepared Asset in Unity should look like. Presented knowledge will be useful to both 3D designers and programmers who want to optimize or improve the graphics pipeline in their teams.