— Presentation Slides, PDFs, Source Code and other presenter materials are available at: — While 2014 CppCon talk “C in Huge AAA Games“ focused on reality for a lot of games developed at Ubisoft Montreal, this talk with focus on what was done to ship Rainbow Six Siege at 60 frames per second. Delivering a game with 5 versus 5 multi-player with heavy procedural environment destruction at 60 FPS was a constant challenge. From memory usage to lock-free s
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