View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.
Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Bradley Pollard (Engineering Lead, Frontier Developments)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
In this session, learn how and why Frontier Developments built a new deterministic simulation framework that underpins everything players see and interact with in Warhammer Age of Sigmar: Realms of Ruin. Engineering Lead Bradley Pollard covers the journey taken by the development team—from implementing a thread-safe ECS to creating tooling to analyze and prevent desynchronizations.
Learn how determinism benefits both the developers, as well as the game, by enabling reproducibility, providing low-cost networking, and even providing a form of anti-cheat. The talk also addresses how Frontier was able to create a framework that is able to run on PC, Xbox, PlayStation, and Linux, and ensure determinism.
Attendees will learn how building a game around determinism requires both careful consideration and developer buy-in. When it is implemented successfully, it can provide benefits when debugging and adding networking support. This talk will inform attendees how to prepare for the pitfalls of determinism as well as teach them how to build a robust framework.
This is for gameplay or engine programmers who are interested in how determinism can be used in their games. It will be of particular interest to developers who are making titles with cross-platform multiplayer.