January 2019

USC GamePipe Laboratory Seminar Series

Title: Fixing the Internet for Games
Thursday, 31 January 2019, 4:00pm
Speaker: Glenn Fiedler, Founder and CEO, Network Next
Location: USC GamePipe Laboratory, EGG-108

Abstract
The internet is broken for games. It has been optimized to deliver static and streaming content, not interactive and real-time applications. But what if it was possible to prioritize interactive traffic on the Internet? We think it is. Join us for this technical talk as we share our latest research and our vision for the internet fast lane.

Bio


Glenn is the CEO of the startup Network Next and a 20 year veteran of AAA game development. He writes about multiplayer game development on gafferongames.com

Interesting Links
Network Next raises $4.4 million to create an internet fast lane for online games


USC GamePipe Laboratory Seminar Series

Title: How Do Physics Engines Work?
Thursday, 24 January 2019, 4:00pm
Speaker: Erin Catto & Andrew Muchmore, Blizzard Entertainment
Location: USC GamePipe Laboratory, EGG-108

Abstract
Game physics is a huge topic and has a big impact on modern gaming. This presentation focuses on a narrow but fundamental aspect of game physics: the simulation of rigid bodies with collision in 2D. The viewer will learn the about the inner workings of the 2D mini-engine called Box2D-Lite. This engine evolved into the Box2D open source project that has been used in many successful games, including Angry Birds and Crayon Physics. Source code and samples will be available on GitHub. Note: Roughly 30-45 minutes of presentation followed by Q&A time as needed.

Bios


Erin Catto, Principal Software Engineer II – Blizzard, Shared Game Engine
Erin got his start in the game industry at Crystal Dynamics, where he wrote the physics engine for Tomb Raider: Legend. He is currently at Blizzard Entertainment working on the Domino physics engine used by Diablo 3, StarCraft, Overwatch, World of WarCraft, Heroes of the Storm, and Call of Duty. He is the author of the Box2D open source physics engine, used to create Crayon Physics, Limbo, and several mobile games. Erin holds a Ph.D. in Theoretical and Applied Mechanics from Cornell University.


Andrew Muchmore, Senior Producer – Blizzard, Shared Game Engine
Andrew has worked professionally in the IT/Software Development industry since 1996. He joined Blizzard Entertainment in early 2015 as a Program Manager on the Battle.net Team, where he helped deliver platform-wide applications and solutions in support of several high-profile game launches, including Heroes of the Storm, StarCraft, Hearthstone, World of Warcraft, and Overwatch. For the past year, Andrew has filled the role of Senior Producer on Blizzard’s Shared Game Engine team, where he helps create company-wide shared technology designed to power the next generation of Blizzard games across multiple platforms.


USC GamePipe Laboratory Google Group

If you are interested in being a member of the USC GamePipe Laboratory Google Group, you can join here.

I post all internship and position announcements here. I also post important talks here. Join this group with your Gmail address and you will receive position announcements & GamePipe news forever!

This group is moderated directly by me. Please join! Michael Zyda, Director, USC GamePipe Laboratory, zyda@usc.edu