~/talk

Productivity in C++ Game Development: The Mind of an AAA Game Developer

Talkat ACCU 2023 · 2023-04-19..04-22· [game-development]
name:David Li
links:none on file
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 5:28Getting Started
  3. 12:41Custom List Items
  4. 17:12Synthetic Nodes
  5. 18:35Visualisation
  6. 24:04Benefits of Navis
  7. 24:51Productivity Boosters
  8. 26:11Managing Breakpoints
  9. 28:06Removing Debug Code
  10. 29:39Manage Breakpoints
  11. 30:16Macro Expansion
  12. 31:29Copy and Expand
  13. 32:32All in One Search
  14. 33:54Rename
  15. 34:25Importance of Productivity
  16. 35:09Shader Files
  17. 36:42Virtual Directory Mapping
  18. 38:53Blueprints
  19. 39:42Life before Blueprints
  20. 40:45Performance and Reliability
  21. 42:43Filter by Category Verbosity
  22. 43:31Unreal Engine Code Analysis
  23. 44:12Unreal Header Tool
  24. 44:56Unreal Engine Naming Convention
  25. 45:39Unreal Engine Naming Schemes
  26. 46:47Unreal Engine Classes
  27. 48:23Outro
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