Productivity in C++ Game Development: The Mind of an AAA Game Developer
summary
Shows concrete workflows using Visual Studio and Unreal Engine 5: writes custom Natvis visualizations to hide dead entries (prelist vector shows size 3 not 4), uses custom list items to filter large arrays dropping 226 entries to 13, manages conditional and dependent breakpoints with named groups, expands macros inline to see generated code, and enables HLSL tools with Intellisense plus Unreal-specific linting (Unreal Header Tool warnings and naming checks). Demonstrations run live on real engine data and noticeably cut inspection time.
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chapters (27)
- 0:00Introduction
- 5:28Getting Started
- 12:41Custom List Items
- 17:12Synthetic Nodes
- 18:35Visualisation
- 24:04Benefits of Navis
- 24:51Productivity Boosters
- 26:11Managing Breakpoints
- 28:06Removing Debug Code
- 29:39Manage Breakpoints
- 30:16Macro Expansion
- 31:29Copy and Expand
- 32:32All in One Search
- 33:54Rename
- 34:25Importance of Productivity
- 35:09Shader Files
- 36:42Virtual Directory Mapping
- 38:53Blueprints
- 39:42Life before Blueprints
- 40:45Performance and Reliability
- 42:43Filter by Category Verbosity
- 43:31Unreal Engine Code Analysis
- 44:12Unreal Header Tool
- 44:56Unreal Engine Naming Convention
- 45:39Unreal Engine Naming Schemes
- 46:47Unreal Engine Classes
- 48:23Outro
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