Disclaimer: the slide deck does not contain all the content, this was a mostly spoken/hands-on talk.
Code used in the talk: http://github.com/inequation/ggd
Video games are highly complex and indeterministic systems working closely to hardware. This means that sometimes the regular troubleshooting measure of setting up breakpoints just doesn't cut it.
How to filter out noise, when our breakpoint is hit dozens of thousands of times per second? Or if our bug, despite perfect reproduction rate, manifests itself in a different way each time? How to find the culprit overwriting our precious data?
This talk will present some interesting cases from the life of a game programmer along with tips and tricks to have up your sleeve when fighting them.
Clipping is a handy way to collect important slides you want to go back to later.