dockerfile/examples/omnivore/api/readabilityjs/test/test-pages/gdcvault/expected.html

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2024-03-15 14:52:38 +08:00
<DIV class="page" id="readability-page-1">
<div id="player">
<iframe src="https://cdnapisec.kaltura.com/p/1670711/sp/167071100/embedIframeJs/uiconf_id/43558772/partner_id/1670711?iframeembed=true&playerId=kaltura_player_1547062087&cache_st=1547072087&width=1000&height=570&entry_id=0_6kvuqtmi&videoid=6aafd73d83118f0e6c301022186" width="1000" height="570" scrolling="no" frameborder="0" marginheight="0" marginwidth="0" allowfullscreen="allowfullscreen"></iframe>
<table>
<tbody>
<tr>
<td>
<strong>Session Name:</strong>
</td>
<td> Parallelizing the Naughty Dog Engine Using Fibers </td>
</tr>
<tr>
<td>
<strong>Speaker(s):</strong>
</td>
<td> Christian Gyrling </td>
</tr>
<tr>
<td>
<strong>Company Name(s):</strong>
</td>
<td> Naughty Dog </td>
</tr>
<tr>
<td>
<strong>Track / Format:</strong>
</td>
<td> Programming </td>
</tr>
<tr>
<td>
<strong>Overview:</strong>
</td>
<td> This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks. </td>
</tr>
</tbody>
</table>
<br>
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