VI edition of the open, free conference
dedicated to IT themes
8th of September 2018, Katowice

Agenda

Three independent thematic paths conducted during the conference will allow attendees to choose lectures individually. Following paths will be available:

Software Architecture
GameDev
Software Craftsmanship
Filip Zieliński (Artifex Mundi)

Custom networking in Unity3D

On the example of Unity3D, we will discuss the basics of server and client architecture, implementation of TCP and UDP communication and we will answer the question of why to …

Custom networking in Unity3D

On the example of Unity3D, we will discuss the basics of server and client architecture, implementation of TCP and UDP communication and we will answer the question of why to write your own networking and explain the importance of the chunks. 

All this will be summarized by the server overview in the context of multithreaded architecture also in the context of the Entity Component System in Unity3D.

  Language: Polish
  Level: 
Grzegorz Wątroba (Xara / Wayward Preacher)

ECS, Job Systems and other nouns describing novelties in Unity starting from version 2018.1

Unity engine in the last few months introduced many changes encouraging multithreading and support for more complex game mechanics. During this lecture, some new solutions …

ECS, Job Systems and other nouns describing novelties in Unity starting from version 2018.1

Unity engine in the last few months introduced many changes encouraging multithreading and support for more complex game mechanics.

During this lecture, some new solutions will be presented, connected mostly with Entity Component System, Job System, Raycast Command and auxiliary tools.

  Language: Polish
  Level: 
Leszek Godlewski (EA DICE)

Everything is data

The CPU in your machine holds probably 2-8x more computing power than you think, but the ubiquitous programming models we use make it difficult to access that potential. And while …

The CPU in your machine holds probably 2-8x more computing power than you think, but the ubiquitous programming models we use make it difficult to access that potential. And while data-oriented programming and the Entity-Component-System pattern have been discussed time and time again, we still struggle with adoption. They seem like this weird, low-level thing that only AAA studios bother doing. This talk hopes to show that given the right programming model, viewing your program as a data transformation is not only easy, but - most importantly - fun, and isn’t limited to just AAA games and the Unity Burst compiler.

  Language: Polish
  Level: 
Aleksander Kauch (11 bit studios)

From This War of Mine to Frostpunk - evolution of game code

Is making a bigger game on the same, in-house technology difficult? Is there anything else to it than recruiting new people for the team? How big are the changes in technical …

From This War of Mine to Frostpunk - evolution of game code

Is making a bigger game on the same, in-house technology difficult? Is there anything else to it than recruiting new people for the team? How big are the changes in technical capabilities of the engine to cope with the needs of larger project? Answers for these question had to be found by 11 bit studios during the development of Frostpunk using their engine which previously fuelled This War Of Mine. This speech will present the evolution of gameplay engine architecture, artificial intelligence systems and implementation of data-driven programming paradigm during the development of Frostpunk.

  Language: Polish
  Level: 
Maciej Pryc (Destructive Creations)

Gameplay programming as an art of deceptions and compromises, based on the Ancestors Legacy game

As a gameplay programmers we want to create game features and mechanics as a whole, perfect and complex systems. Unfortunately, often we have to fight this desire, because of two …

Gameplay programming as an art of deceptions and compromises, based on the Ancestors Legacy game

As a gameplay programmers we want to create game features and mechanics as a whole, perfect and complex systems. Unfortunately, often we have to fight this desire, because of two main reasons. Firstly, we cannot forget about a performance, so we should calculate and process only what is necessary, nothing more. Secondly, there is no point in wasting time and resources on things impossible to notice from the player perspective. Those two aspects often overlap each other and are forcing a programmer to focus on an approximations, estimations and good enough solutions, rather that on complex and extensive systems. Examples from the game Ancesors Legacy will be provided.

  Language: Polish
  Level: 
Piotr Cieślak (Carbon Studio)

Interactions as a foundation of VR games

Interactions have always been the backbone of games. Introduction of VR pushes the way player interacts with the world, characters and systems to the next level of advancement. …

Interactions as a foundation of VR games

Interactions have always been the backbone of games. Introduction of VR pushes the way player interacts with the world, characters and systems to the next level of advancement. Interactions via motion controllers are the main source of immersion and even the little things like the way player pulls the lever become key factor of immersion. Let’s explore the dos and don'ts of designing interactions for VR.

  Language: Polish
  Level: 
Grzegorz Mazur (Vile Monarch) / Maciej Pryc (Destructive Creations) / Leszek Godlewski (EA DICE) / Łukasz Hacura (Anshar Studios)

It depends – programmers age and evidency of solution

In the growth of a programmer in gamedev, as with any specialist in every field, you can observe the Kruger - Dunning Effect, which is a decrease in self-confidence with gain of …

In the growth of a programmer in gamedev, as with any specialist in every field, you can observe the Kruger - Dunning Effect, which is a decrease in self-confidence with gain of competences over time, only to recover that confidence after many years. We will discuss how it affects the cooperation of different generations of programmers within a project.

  Language: Polish
  Level: 
Adrian Chlubek (The Software House)

Procedural generation at galactic scales

Procedural rendering at big scale. I will show how to implement a system to procedurally render a galaxy of stars, as well its planets and moons. You will learn about various …

Procedural generation at galactic scales

Procedural rendering at big scale. I will show how to implement a system to procedurally render a galaxy of stars, as well its planets and moons. You will learn about various types of problems that are encountered during rendering such big worlds, we will deal with troubles related to precision of 3D calculations. I will present numerous techniques used to generate needed data, such as value noise and fractal brownian noise, as well how to use them to generate unique set of data required by the application. All of that working on Vulkan and GLSL.

  Language: Polish
  Level: 
Mateusz Osuch (Vile Monarch)

Unity Code & Project Guidelines

A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase. Code guidelines: Basic …

Unity Code & Project Guidelines

A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase.
Code guidelines:

  • Basic optimization
  • Handling class members
  • Reflection and events
  • Extension methods

Project guidelines:

  • Advantages of using multiscenes
  • Handling singletons
  • Scene’s objects hierarchy hygiene
  • Handling game data
  • Finding patterns for your game
  • Game architecture layers
  • Making it work out of the box
  Language: Polish
  Level: 
Filip Szeląg (Destructive Creations)

Why it is worth to start from the middle? How to deal with the creative block based on examples …

Blank page that doesn’t want to be filled is a curse known for many creators. Luckily, there is a variety of techniques and tips which are aimed at solving that issue. Even though …

Why it is worth to start from the middle? How to deal with the creative block based on examples from designing Ancestors Legacy.

Blank page that doesn’t want to be filled is a curse known for many creators. Luckily, there is a variety of techniques and tips which are aimed at solving that issue. Even though it is hard to give one solution that will always work, I will try to present as many of them as possible, based on our experience taken from the development of the new game - Ancestors Legacy from Destructive Creations team.

  Language: Polish
  Level: 
We will announce more presentations soon

Szanowny internauto

SpreadIT szanuje dane osobowe Użytkowników i spełnia wymogi ich ochrony wynikające z powszechnie obowiązujących przepisów prawa, a w szczególności z Rozporządzenia Parlamentu Europejskiego i Rady (UE) 2016/679 z dnia 27 kwietnia 2016 r. w sprawie ochrony osób fizycznych w związku z przetwarzaniem danych osobowych i w sprawie swobodnego przepływu takich danych oraz uchylenia dyrektywy 95/46/WE.

Dane osobowe podane w obrębie Serwisu i podczas kontaktu z organizatorami konferencji SpreadIT wykorzystywane są jedynie w celu umożliwienia uczestnikowi wzięcia udziału w konferencji w roli uczestnika lub/ oraz prelegenta.

Administratorem danych osobowych podawanych podczas rejestracji Konta w Serwisie, zapisu na Newsletter oraz przy wypełnianiu formularzy zgłoszeniowych są organizatorzy konferencji SpreadIT.

Dane Użytkownika są dostępne tylko dla organizatorów konferencji SpreadIT

Więcej informacji w naszej polityce prywatności.

Honorable Patron

Honorable Patron

Software Craftsmanship Path Sponsor

Software Architecture Path Sponsor

GameDev Path Sponsor

Golden Sponsor

Golden Sponsor

Golden Sponsor

Golden Sponsor

Golden Sponsor

Golden Sponsor