Destiny's Multithreaded Rendering Architecture

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In this GDC 2015 talk, Natalya Tatarchuk delves into the renderer that Bungie developed for Destiny, describing the architecture of a multithreaded renderer that delivers low-latency, efficient execution across multiple platforms, focusing on both the successes and challenges encountered.
As part of GDC 2014's Indie Summit designer Itay Keren (Mushroom 11, IGF 2014 finalist) explores the camera techniques used from the classic side-scrollers of the 1980s through the indie games of today, demonstrating how camera work should be tailored to the game's unique mechanics and characteristics.
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