Get a high-level overview of the Entity Component System (ECS) and turn-based game loops, and see a proof of concept built using ECS. This session shows ECS concepts in a slightly exotic context, and also shares some use case pitfalls.
Florian's passion is software development, with a deep focus on game development, algorithmic structures and nature-inspired computing. During the day his focus is application development for virtual and mixed reality experiences using Unity 3d, HTC Vive and Microsoft Hololens at Volkswagen AG. At night, he co-leads Three Eyed Games, a small indie studio of five.
Upgrading your existing project to Universal Render Pipeline
Learn how to leverage the Universal Render Pipeline’s many features and performance improvements for your o...
Optimizing and deploying real-time ray traced GI with RTXGI
We review ray tracing, show behind-the-scenes VFX breakdowns for a Unity demo, and share best practices for...