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Tony Albrecht
Works at Overbyte
Lived in Adelaide
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Tony Albrecht

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Ever wondered which game engine is the best game engine? Well wonder no more - my GCAP 14 talk on this topic is now available on The You Tubes.

Warning: it contains humour, opinion and a detailed discussion of high altitude flatulence.
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Great presentation! :)
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Tony Albrecht

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The second part of the epic Vessel port post mortem is now live! 
In the last episode, our intrepid heroes had discovered that rather than having almost finished the PlayStation 3 port of Vessel, they were barely half way there. Read on to find out what happens next…With the realisation that both the game and render threads needed to run a 60fps, we had to reassess where we focussed our optimisation efforts. The ...
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The PS3 game I've been working on for the last 6 months or so now has an official release date - March 11! Huzzah!
Overbyte and Strange Loop Games are proud to announce that the PlayStation 3 version of Vessel is due for release on 11 March in the US regions and 12 March for the European and Australasian regions. The official announcement can be found on the PlayStation Blog. ; ;So, for US$9.99 (or the equivalent in your local dollarcoins) you get over ...
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Congrats! I saw the news story on +Polygon earlier today.
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Time to start posting more about Vessel optimisation before I forget what I did. Here's the latest. more coming soon.
 
Another article in the Vessel PS3 optimisation series. This one deals with a slow std::sort() call and how it can be replaced with some super fast, super simple code. 
Vessel for PlayStation 3 has finally been submitted to Sony for approval so I have a little more time to write up some of the optimisation challenges we had to overcome during its porting process. Well, OK, I don’t really have any more time but I’ll try to write a bit more about it before wet bit rot sets in and I forget everything.Vessel ran predo...
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I finally got around to writing up my talk from #GCAP13 . I rewrote it 3 times and I'm still not happy with it, but I'm now beyond the point of caring. I think the slides (available from the article) do the topic more justice though.
 
Ever wondered how incredibly smart people can write stupid code? Why most of the legacy code you deal with is appalling? Then check out this blog and associated slides.
This is article is based on the presentation I did at GCAP 2013. You can find the slides in Keynote and Powerpoint formats here. The slides include extensive presenter notes, so you should be able to understand what I was getting at even though the slides are purposely light on content.I've spent a significant part of my professional career working...
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I wonder if game engine coding will ever follow the rest of the programming profession and incorporate techniques like TDD that leave you with semi-documented code that is easier to refactor without breaking anything
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I've just started documenting the process of porting a PC game with a bespoke graphics and physics engine to PS3. 
 
You like programming? Consoles? Then check out our new blog series documenting the process of porting a PC game to PS3. It should be a fun ride...
The Overbyte team has been busy beavering away on a number of projects over the last few months, but there is one that I thought might be of interest to a few programmers out there. We recently started work on a PlayStation 3 port of the successful Indie PC title, Vessel, and what we plan to do over the coming weeks is to document the porting proce...
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Tony Albrecht

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The last part of the Vessel PS3 porting Saga is now up!
 
The final part of the Vessel Porting Saga is up. Come and read how we finally shipped the game. Then tomorrow, go out an buy it  :)
This is the final part of the Vessel Porting Trilogy. The previous parts can be found here ;Vessel Post Mortem: Part 1Vessel Post Mortem: Part 2After the Christmas break (where I was forced into yet another family vacation) I dove straight back into the code, hoping to get the final issue fixed and the game submitted as soon as possible. There ...
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Porting Vessel to PS3 was tricky. Part 1 of the post mortem of the port is now live on the Overbyte web site. Part 2 coming next week.
 
Part One of the Vessel PS3 Port post mortem is now live. Go have a read and find how much blood, sweat and tears was involved in porting this successful PC game to PS3.
I started looking at Vessel in January 2013 - initially just in my evenings. In my ‘spare’ time. I was looking at it because John and Martin (the founders of Strange Loop Games and the creators of Vessel) had asked me to consider porting it to PS3. ;We knew each other ;from our time together at Pandemic Studios in Brisbane where I worked ...
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You'll have to come back next week to see if we manage to ship it or not :)
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Just thought I'd do a test post here. These are visualisations of the revision control history for the port of Vessel from PC to PS3. The first one is just the code, and the second is code and data (which I think I can link in as a comment). About 6 months of work for 2 people.

Visualisation done with Gource.
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Looks cool, needs a nice orchestral score to go with it....and a grand finale of some sort...maybe morph into the baby Jesus's face at the end! ;)
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Scripting and performance - can you have both?
 
Post number three in our porting/optimisation extravaganza is up. This one from +Ben Driehuis  on optimising Lua. Check it out
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Another week, another blog. This one is a nice easy intro to profiling on PS3. My next entry should be a little meatier.
 
Hi all - the second post in the Vessel optimisation series is now live. Its a brief intro to profiling on the PlayStation3 - have a read and let us know what you think. We'll start on some of the actual optimisations in our upcoming posts.
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I'm talking at GCAP this year. Should be a fun talk. I'll post slides afterwards.
 
Our very own +Tony Albrecht  is speaking at GCAP this year on smart coders doing (apparently) stupid things. It's sort of like Funniest Home videos but without the funny or videos but with code and stuff. You should come along if you're at GCAP.

He's also on a Panel that afternoon too - http://gcap.com.au/pants-off-blues-the-life-of-a-remote-indie/ so you can get two doses of Tony for the price of one. 
TONY ALBRECHT, OVERBYTE Monday, October 21 | 2:05pm - 3:00pm   [Schedule] This talk is about the seemingly unavoidable complexity inherent in programming and in using other people’s code, pa
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If I can make it to gcap I won't miss your talk mate. Panel sounds interesting for my situation too
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In his circles
401 people
Have him in circles
1,160 people
Marco Weber's profile photo
Lemuel Fisher's profile photo
Luis Villegas's profile photo
Tadhg Kelly's profile photo
Bruce Sutherland's profile photo
Mengkai Cao's profile photo
Paul Bakker's profile photo
Marco Salvi's profile photo
Chris Mills's profile photo
Work
Occupation
Director, Founder and Principal Programmer. I also make the coffee.
Employment
  • Overbyte
    Director and Principal Programmer, present
  • Sony Computer Entertainment
    Technical Consultant
  • Electronic Arts
  • Pandemic Studios
  • Midway Games
  • Ratbag Games
Basic Information
Gender
Male
Story
Bragging rights
I have been bitten by a dingo and a dolphin (not at the same time). I have also been sneezed on by an elephant. Twice.
Places
Map of the places this user has livedMap of the places this user has livedMap of the places this user has lived
Previously
Adelaide - Barmera - Brisbane
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Data Oriented Design
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the hardware will thank you