Newsfeeds

Wyrd Previews The Bureaucrat For Through the Breach

Tabletop Gaming News - 6 November 2017 - 1:00pm
Bureaucracy makes the world go ’round. It might not initially seem like the most thrilling class to take in a game, the one that has connections and is good at negotiations, but all of those are very useful skills to have. In Wyrd’s Monday Preview, they’re showing off the Bureaucrat specialization for Through the Breach. […]
Categories: Game Theory & Design

Hook 42: Hook 42 at New England Drupal Camp

Planet Drupal - 6 November 2017 - 12:21pm

We're super excited to attend New England Drupal Camp this year!

Aimee is honored to have been invited to be the keynote speaker this year. She'll be discussing inclusion and diversity in the community. In addition to Aimee's keynote, we are partnering up with our longtime friends at Lingotek to put together a hands-on multilingual workshop that covers Drupal 8 and an integration to Lingotek's Translation Management System.

Just in case that wasn't enough, we're also presenting a couple of sessions. One comparing the madness of the multilingual modules on Drupal 7 to the new and improved Drupal 8 multilingual approach. We will be presenting another session covering how ANYONE and EVERYONE can help contribute back to the Drupal project even if they aren't the most advance technical person

Categories: Drupal

New Saxons Available to Order For Hail Caesar From Warlord Games

Tabletop Gaming News - 6 November 2017 - 12:00pm
Warlord Games has a trio of new Saxon units that you can order over in their webshop. One’s a set of Huscarls with Dane axes. The other two are Ceorls. So if you want axes to chop your opponents up or shortspears to stab them with, you’ve got your options open to add to your […]
Categories: Game Theory & Design

Monday Terrain Corner

Tabletop Gaming News - 6 November 2017 - 11:00am
And as happens every week, we’ve rolled back around to Monday. It was an… interesting weekend. The “chill” did happen. Though I did do some cooking. I made Igor Bars. But not much else… Watched a lot of stand-up comedy on Netflix. Sometimes you just need a “chill” weekend. And that’s exactly what I needed. […]
Categories: Game Theory & Design

Wim Leers: Rendering & caching: a journey through the layers

Planet Drupal - 6 November 2017 - 10:11am

The Drupal render pipeline and its caching capabilities have been the subject of quite a few talks of mine and of multiple writings. But all of those were very technical, very precise.

Over the past year and a half I’d heard multiple times there was a need for a more pragmatic talk, where only high-level principles are explained, and it is demonstrated how to step through the various layers with a debugger. So I set out to do just that.

I figured it made sense to spend 10–15 minutes explaining (using a hand-drawn diagram that I spent a lot of time tweaking) and spend the rest of the time stepping through things live. Yes, this was frightening. Yes, there were last-minute problems (my IDE suddenly didn’t allow font size scaling …), but it seems overall people were very satisfied :)

Have you seen and heard of Render API (with its render caching, lazy builders and render pipeline), Cache API (and its cache tags & contexts), Dynamic Page Cache, Page Cache and BigPipe? Have you cursed them, wondered about them, been confused by them?

I will show you three typical use cases:

  1. An uncacheable block
  2. A personalized block
  3. A cacheable block that you can see if you have a certain permission and that should update whenever some entity is updated

… and for each, will take you on the journey through the various layers: from rendering to render caching, on to Dynamic Page Cache and eventually Page Cache … or BigPipe.

Coming out of this session, you should have a concrete understanding of how these various layers cooperate, how you as a Drupal developer can use them to your advantage, and how you can test that it’s behaving correctly.

I’m a maintainer of Dynamic Page Cache and BigPipe, and an effective co-maintainer of Render API, Cache API and Page Cache.

Preview:

Slides: Slides with transcriptVideo: YouTubeConference: Drupalcon ViennaLocation: Vienna, AustriaDate: Sep 28 2017 - 14:15Duration: 60 minutesExtra information: 

See https://events.drupal.org/vienna2017/sessions/rendering-caching-journey-through-layers.

Attendees: 200

Evalutations: 4.6/5

Thanks for the explanation. Your sketches about the rendering process and how dynamic cache, page cache and big pipe work together ; are awesome. It is very clear no for me.


Best session for me on DC. Good examples, loved the live demo, these live demo’s are much more helpful to me as a developer then static slides. General comments, not related to the speaker. The venue was to small for this talk and should have been on a larger stage. Also the location next to the exhibition stands made it a bit noisy when sitting in the back.


Great presentation! I really liked the hand-drawn figure and live demo, they made it really easy to understand and follow. The speaking was calm but engaging. It was great that you were so flexible on the audience feedback.
Categories: Drupal

CMON Expo 2018 Registration Now Open

Tabletop Gaming News - 6 November 2017 - 10:03am
It’s never to early to think about the future. In this case, we’re already getting things prepped for CMON Expo 2018. In fact, we’re ready to start taking your names down for if you want to join in. Registration for the show is now open. If you’re wanting to learn about all things CMON, talk […]
Categories: Game Theory & Design

Anvil 8 Games Previews New Artwork for Aetherium

Tabletop Gaming News - 6 November 2017 - 10:00am
Aetherium, the minis skirmish game in the realm of cyberspace, is getting itself a new faction. They’re led by the Rhommox, a gigantic hulking thing. They’re showing off the artwork for that, as well as the first program that goes with it, the Wasp. Check ’em out. From the posts: This week we take a […]
Categories: Game Theory & Design

How we achieved high quality graphics and kept performance on Angest for GearVR (Part 2) - by Teofilo Dutra

Gamasutra.com Blogs - 6 November 2017 - 9:59am
Second part of techniques and tricks used to achieve high quality graphics while keeping performance used on Angest for GearVR
Categories: Game Theory & Design

Steamforged Previews Veteran Minx For Guild Ball

Tabletop Gaming News - 6 November 2017 - 9:00am
In the Union in Chains event, the Hunters and the Morticians had been fighting for Hemlocke. Well, it would seem as though the Morticians are getting antsy and don’t want to give her up. So they’re offering a trade: they get Hemlocke and the Hunters get Minx. Source
Categories: Game Theory & Design

Fantasy Flight Games Previews the M12-L Kimogila For X-Wing

Tabletop Gaming News - 6 November 2017 - 8:00am
“I’ve got you right where I want you! Bullseye!” A somewhat cliche’d line, sure, but with one of X-Wing’s newest ships, you might find yourself saying just that. The M12-L Kimogila has a new firing arc called the Bullseye arc. It’s very restrictive, being just a narrow band directly in front of the ship. But […]
Categories: Game Theory & Design

Building a Vastly Better Team Using Neuroscience - by Ramin Shokrizade

Gamasutra.com Blogs - 6 November 2017 - 7:41am
Recent Google and Carnegie Mellon University statistical studies have shown us what kinds of teams and employees are most successful, but statistics don't explain "why", which we need to build the teams they describe. For this we can look to neuroscience.
Categories: Game Theory & Design

2 Years of Gremlins, Inc.: demographics - by Sergei Klimov

Gamasutra.com Blogs - 6 November 2017 - 7:39am
Two years ago we released our digital board game Gremlins, Inc. in Steam Early Access. Today, we look back at this period and share our data about regions and languages used by the community.
Categories: Game Theory & Design

Voxels the agents of change - by Ashkan Saeedi Mazdeh

Gamasutra.com Blogs - 6 November 2017 - 7:16am
Voxels are a new and important addition to our tools which can make a lot of new gameplay mechanics possible. In this post I'm trying to show their compelling reason for existence by a set of examples and a bit of philosophical discussion
Categories: Game Theory & Design

Gutters In Video Game Design - by Nikhil Murthy

Gamasutra.com Blogs - 6 November 2017 - 7:16am
The space between the panels is key to comic books. Asking the reader to interpolate between the images to get the full story is an integral part of the medium. This article goes over a parallel technique in video games and why I like it so much.
Categories: Game Theory & Design

New Winter Soviets Available To Order From Warlord Games

Tabletop Gaming News - 6 November 2017 - 7:00am
Winter is coming… No. Really. We’ve got about a month and a half and it’ll be here. Something that’s protected the Russians on more than one occasion during was has been their harsh winter conditions. It happened to Napoleon and it happened to Hitler. In this instance, we’re focusing on that second one, as Warlord […]
Categories: Game Theory & Design

I have some pretty strong evidence that the Steam keys from the defunct IndieGameStand are being re-sold. - by David Stark

Gamasutra.com Blogs - 6 November 2017 - 7:00am
tl;dr: Developers, revoke the Steam keys you supplied to Indie Game Stand!
Categories: Game Theory & Design

Logistical Problem - by Nick Bell

Gamasutra.com Blogs - 6 November 2017 - 6:55am
In designing Bonbon, I decided that I didn't want the player to be able to carry objects over distances. Players didn't like that, so I found a compromise.
Categories: Game Theory & Design

Video: Gamerliness - What Makes Video Games So Special? - by Mary Lee Sauder

Gamasutra.com Blogs - 6 November 2017 - 6:51am
Let's talk about what makes video games unique as a medium. What’s something that games can do that movies, books, and other media can’t? And how can creators use that something to make an experience that can’t be replicated anywhere else?
Categories: Game Theory & Design

Swords, Pixels & Blood Magic (or: How we worked hard to ignore every trend and make the game we always wanted) - by Thomas Finholm

Gamasutra.com Blogs - 6 November 2017 - 6:51am
Hey, remember those cool old games? Let's make one...! Wait, what? When three retro-nerds gather round the campfire, a number of things are bound to happen. The real quest begins...
Categories: Game Theory & Design

Perception: The most technical issue of VR - by Eike Langbehn

Gamasutra.com Blogs - 6 November 2017 - 6:44am
This article highlights some of the research results about perception in VR that were found by scientists during the last 50 years. It aims to provide a better understanding of the human perceptual system and its effects on the design of VR games.
Categories: Game Theory & Design

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