转载请注明出处为KlayGE游戏引擎,本文的永久链接为http://www.klayge.org/?p=1844
via http://www.iguanademos.com/Jare/wp/?p=2583. Thanks 凃鸣 to forward me the link.
Another Game Developers Conference I miss, but I’ll try to track as many presentations as I can:
- GlassBox, the new SimCity simulation engine
- Good, Bad, Great Design by Raph Koster
- The 5 Domains of Play by Jason VandenBerghe
- Core Games, Real Numbers by Kongregate
- Math for Game Programmers: Dual Numbers and Physics for Game Programmers: Collision Detection by Gino van den Bergen
- The Dysfunctional Three-Way rant by Chris Hecker
- Cutting the Pipe: Achieving Sub-Second Iteration Times by Niklas Frykholm
- Flexible Rendering for Multiple Platforms and Practical Particle Lighting by Tobias Persson
- Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3 by Mickael Gilabert and Nikolay Stefanov
- Frames, Sparsity and Global Illumination by Robin Green and Manny Ko
- The Bleeding Edge of Open Web Tech by Vincent Scheib
- Ambient Occlusion Fields and Decals in Infamous 2 by Nathan Reed
- Porting your game to Native Client, Best practices in developing a web game and DXT is not enough! Advanced topics in texture compression by Colt “MainRoach” McAnlis
- When The Consoles Die, What Comes Next? by Ben Cousins
- Practical Physically Based Rendering in Real-Time by Yoshiharu Gotanda
- Light probe interpolation by Robert Cupisz
- Terrain in Battlefield 3: A Modern, Complete and Scalable System by Mattias Widmark
- Stable SSAO in Battlefield 3 with Selective Temporal Filtering by Louis Bavoil and Johan Andersson
- Modular Rigging in Battlefield 3 by Johan Ramström
- …
- plus many excellent writeups from Gamasutra and Dave Sirlin
- and hopefully soon, lots of this and much more will be available in the GDC Vault
This list is being updated all the time, so I’m not organizing the links yet, I just add them at the end.
Comments