|Session Name||Flexible Rendering for Multiple Platforms (Presented by NVIDIA)|
|Speaker(s)||Niklas Frykholm, Tobias Persson|
|Company Name(s)||BitSquid AB, BitSquid|
|Track / Format||Game Design|
Achieving the best possible visuals on a variety of different platforms demands great flexibility in your renderer. In this session we'll go through how BitSquid Tech achieves this by having a completely data-driven rendering pipe together with a minimalistic abstraction layer on top of the rendering APIs (D3D, GLES, GCM). We'll look at what that means for the game developer as well as how it is designed and implemented from a low-level perspective. A scalable runtime is not all though, you also need tools that allow quick reviewing of changes directly on the target platforms. We'll cover how we've implemented target mirroring in our tools and how you work with platform-specific assets in BitSquid Tech.