Ancient Roguelikes: The Pre-History of Roguelike Games
Roguelikes existed before Rogue. How can that be? You see, all inventions are just manifestations of ideas that are already in the room. Rogue was the culmination of a lot of previous ideas in the shape of a digital artefact. This talk takes you on a worldwide journey back in time to ancient forms of procedurally generation, tracing some roots of the games we play nowadays.
Bitwise Black Magic: How to Computer, Better Faster Stronger
There's a famous wtf moment in Quake 3 Arena's source code, involving the use of "evil floating point bit level hacking"... but what is that? Hidden inside computer math are a secret set of tools that can help your game run much faster, if you learn the magic behind all of those magic numbers. This talk will be a theme park ride through some of the most impressive optimization techniques I've found or created myself, so math enthusiasts at any level can learn something new. Whether it's using only 1 bit of save data per collectible in huge, randomly generated maps, or using x&-x to instantly find pixel gaps for things like fluid simulations, the hidden math of computers lets you accomplish much more than you probably think!