CppCon 2014: Mike Acton “Data-Oriented Design and C++”


I want to introduce… uh… someone who’s going to introduce our keynote speaker. I want to bring up Alex Rosenberg. He’s the manager of Platform Architecture for Sony Playstation. [ applause ] so… uh… I got asked… “Who from the games industry should come talk to this crowd?” uh… you know… the games industry’s largely… well, the console gaming industry is largely C++-based so really there’s only one name for me and that’s… uh… who we’re going to see today Mike Acton, who is engine director at Insomniac Games. umm… I don’t know if you know their titles but they’ve done some like… “Resistance” and “Ratchet & Clank” and umm…”Fuse”… and uhh… “Sunset Overdrive” is their new one. Umm… They pretty reliably put out two console games a year which if you have no frame of reference is a herculean effort ummm… you know hundreds of people are involved in these things and uh… getting it all to happen on schedule is very challenging and um… that’s a core part of what Mike does there. He’s also been responsible for uhh… quite a bit of technology sharing in the games industry umm first thing that I have in my head is Cell performance website which was for people working on the Cell chips that we used in the Playstation 3 as well as researchers who were using them and then… uh… more recently Mike did AltDevBlogADay where he encouraged people from the games industry to write a single blog entry each day on a common shared website so there was always something to read and uhh as well on Insomniacs page there’s … uh… papers on various research they’ve done and things they’ve had success with uhh… it’s all been fascinating reading and… uh… with that… it’s my pleasure to introduce Mike Acton [ applause ] Thanks Hello, everybody Ummm… Thanks, Alex. Uhh… So… yes, I’m Mike Acton. I’m Engine Director at Insomniac Games. Umm… How many people here are game developers? OK So… Umm… That’s a relatively small minority of you Ummm… So I want to give a little bit of background anticipating that… Umm… on what… what I do, what… what our team does in the context of… umm… making games umm… so we as a team generally build the runtime systems… the… especially the systems that umm… require
the most uh… performance… um… are the most used in.. in.. a game as far the… the amount of data that’s… that’s been transformed umm.. so the examples are the rendering system, um… animation and gestures, streaming, cinematics,
visual fx, post fx, navigation, localization, basically all the big kind of… systems that are not specifically… umm… the game itself we also do all the development tools um… so the tools that we used inside the studio… as the studios to make the games so the level creation tools, the lighting tools, the material editing tools umm… visual effects creation tools, animation/state machine tools for animators visual scripting, scene painting, cinematics… tons, tons of tools… hundreds of tools

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