The Hidden Side of the Pixel
summary
A Ubisoft talk describes engineering practices for large C++ game codebases and backend systems: managing million-line projects with SharpMake, speeding compilation using on-demand packages, and using C++11/14/17 (and upcoming C++20) abstractions to reduce lines without losing performance. It also covers backend server challenges (networking, scaling, memory fragmentation, deployment on bare metal and cloud) and the team’s move toward microservices using Python, Node.js, C# .NET Core, Go, Docker, Kubernetes and Helm.
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chapters (10)
- 0:00Start
- 5:13WHAT'S THE PROBLEM?
- 5:47THE KEY TO PERFORMANCE: MEMORY
- 19:11PROJECT GENERATION: SHARPMAKE
- 25:40THE CHALLENGE OF PLAYING TOGETHER, ONLINE
- 31:47A MULTIVERSE OF GAMESERVERS
- 33:31SCALING GAMESERVERS
- 34:44ONLINE SERVICES
- 37:50ORCHESTRATION
- 39:41CONTENT DATA CHANGE DEPLOYMENT
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