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CppCast - C++ Game Development at Ubisoft
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C++ Game Development at Ubisoft

CppCast

12/08/16

54m

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Rob and Jason are joined by Nicolas Fleury, Technical Architect at Ubisoft Montreal, to talk about the development and performance tuning techniques used at Ubisoft on games like Rainbow Six Siege.

Nicolas has 13 years of experience in the video game industry, more years in the software industry in telecoms, in speech recognition and in computer assisted surgery. Technical Architect on Tom Clancy's: Rainbow Six Siege, he is one of the key Architects behind some collaboration initiatives at Ubisoft and was also Technical Architect on games like Prince of Persia. He presented at CppCon 2014 "C++ in Huge AAA Games".

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Nicolas Fleury

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Previous Episode

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Abel Mathew is the co-founder and CEO of Backtrace I/O. Prior to Backtrace, Abel was a Head of Engineering at AppNexus where he led a team of developers to improve ad optimization and reduce platform-wide costs. He spent multiple years as a developer and a team lead on AppNexus’ Adserver Team where he helped design and implement their low-latency advertising platform. Before AppNexus, Abel was a kernel module and tools developer at IBM and a server room monkey at AMD.

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Abel Mathew

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Rob and Jason are joined by Phil Nash, Developer Advocate at JetBrains, to talk about updates to the Catch Unit test library and new features coming to CLion and ReSharper for C++.

Phil started coding back in the early 80s, on 8-bit home computers: from the ZX-81 to the Commodore 64, in BASIC and assembler. He later moved on to PCs and C++ in the early 90s and, despite forays into other languages, keeps coming back to C++. His career has taken him through domains such as anti-virus, mobile, finance and developer tools - among others. He's the original author of the C++ test framework, Catch and is now Developer Advocate at JetBrains for CLion, AppCode and ReSharper C++. His hobbies include writing podcast bios and trolling the podcast hosts.

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Phil Nash

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