Archive for the ‘Talks’ Category

Why is it called a “core dump” anyway?

The diagnostic file emitted by a crashing process in a modern operating system can contain a variety of useful information, including exception type, current instruction, CPU state, call stack, and sometimes the entire contents of the current thread’s stack or even the entire process heap. So why is it called a “core dump”? For years […]

Annotated slides for GDC11 “Forensic Debugging”

The annotated slides for my “Forensic Debugging” GDC talk are now available here.

Forensic Debugging: Thanks Are Due

While debugging a smashed stack may seem like a heroic feat, the most heroic thing about my talk is the amount of time, effort, and care my friends spent to help me put it together. I would never have made it to the GDC, let alone made any sense whatsoever onstage, without the support of […]

Preliminary GDC slides posted

Until the full slides are available in the GDC Vault, I’ve exported most of my GDC2011 slide deck as a PDF series of still images, to help fill in the notes of anyone who might have attended but missed a point or two.

December Reading List

In the realm of “things I really wish I had paid more attention to while we were crunching on Left 4 Dead“, I’ve recently been going through the talks from last June’s Gamefest. There is a lot of really great stuff in there, and I’ve only skimmed through a few of them so far, but […]

How To Go From PC To Crossplatform Development (Without Killing Your Studio)

The slides for my talk at the 2008 Game Developers’ Conference, “How To Go From PC To Console Development Without Killing Your Studio,” are now available online at the Valve website.