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Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Programming Category

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Engineering Issues in Multiplayer Game Development
Price:$5.95

SKU#: GDC-06-009
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Description: This tutorial addresses advanced engineering techniques for online games, such as: mixing single-player and multiplayer game code; engineering for performance; reliability and security in server-based games across years of operations; and the difficulty of testing non-deterministic multiplayer logic.

Graphics Rendering With OpenGL ES
Price:$5.95

SKU#: GDC-06-004
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Description: Brought to you with the collaboration of the industry's leading OpenGL ES hardware and software vendors, this day-long tutorial provides an in-depth look at the latest technologies in OpenGL ES and how they can be applied to cutting-edge game graphics.

GDC 2006 Programming Track
Price:$99.95

SKU#: GDCAUD-06-CD-PROG
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Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustration
Price:$7.95

SKU#: GDC07-4616
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Description: To attract larger audiences, games today must accommodate vastly different levels of skill and knowledge in its players. This session introduces two different but equally important concepts: Adaptive Training and Adaptive Difficulty. It then presents an adaptive training implementation using an expert system and a general Adaptive Difficulty framework as used within BioShock, the upcoming PC and Xbox 360 title by Irrational Games.

Hair Styling: A Teenager's Dream, An Artist's Nightmare
Price:$7.95

SKU#: GDC07-4585
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Presenting PLAYSTATION® Edge: Advanced Graphics Tools and Technologies for PlayStation 3 Development
Price:$7.95

SKU#: GDC07-5133
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Description: Three first party technology teams within Sony -- the WWS Europe Advanced Technology Group, WWS America ICE team, and WWS America Tools and Technology group -- have combined to create PLAYSTATION® Edge, a set of cutting edge technologies for imminent release to all PlayStation 3 developers. Rather than an overarching engine, these teams have chosen to create specialized systems that demonstrate best practices of SPU and RSX utilization. A unique tool for RSX performance analysis, extensively used in the tuning of first party titles, will also be presented.

The Programmers Challenge
Price:$7.95

SKU#: GDC07-4888
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Description: The Programmer's Challenge is back for one more night of hilarious game industry humor. Come see your favorite programming personalities as they compete in the classic game show that's fun for game developers of all disciplines.

Dealing with Destruction: AI From the Trenches of Company of Heroes
Price:$7.95

SKU#: GDC07-4723
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Description: Many next generation games include environmental destruction, but few games do it on the scale of ^/i>Company of Heroes^//i>. Having an environment where every object is destroyable presents difficult challenges for AI characters. ^/i>Company of Heroes^//i> achieves very complex unit and squad behavior despite having to deal with a constantly changing environment. This talk will give a look under the hood at the design and implementation of all the systems we used to achieve those goals. Soldiers in ^/i>Company of Heroes^//i> look and act smart - they move in squads, use environmental objects for cover, move out of the way of oncoming vehicles, and react to major game events like explosions and suppressing fire. They do all this while maintaining smooth animation. At this talk we'll cover in detail the low-level techniques used to achieve these results.

Three Approaches to Halo-style Behavior Tree AI
Price:$7.95

SKU#: GDC07-4704
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Description: This talk consists of three 20 minute lectures on approaches to the Behavior Tree AI technique, one from Bungie updating us on where they've taken the technique, one from High Moon on their visual interface to designing Behavior Trees, and one from Maxis on how the system has been implemented for ^/i>Spore^//i>.

How To Animate a Character You've Never Seen Before
Price:$7.95

SKU#: GDC07-4703
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Description: This lecture will discuss the various approaches we used to procedurally animating user-created creatures in ^/i>Spore^//i>, and what worked and what didn't, along with some suggestions about how some of the techniques might benefit other more traditional games.

Applied Physics: MotorStorm
Price:$7.95

SKU#: GDC07-4697
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Description: As the visual quality of games has improved, more attention has been given to other aspects of a game to increase the feeling of reality during gameplay. In this session, Evolution Studios focuses on the physical simulation in their PS3 title, MotorStorm. Topics to include A) Building for Destruction; MotorStorm features some of the most spectacular destruction ever seen in a video game. We'll reveal how vehicles and objects are constructed (and subsequently destroyed) to produce unrivalled carnage! B) Digging in the Dirt; Persistent, interactive, deformable terrain is one of MotorStorm's (literally) outstanding features. We'll describe the techniques employed and highlight how Havok's extensible architecture allowed us to achieve comprehensive integration. C) Character Reference; By combining Havok's key-frame animation, IK and ragdoll behaviours, MotorStorm's riders and drivers move in a startlingly convincing manner. We'll demonstrate the benefits of this blended approach, and present practical considerations to maximise its impact.

The Look of Viva Pinata: A Detailed Tour Of The Graphics Engine
Price:$7.95

SKU#: GDC07-4638
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Description: This talk will provide a thorough overview of all aspects of the graphics engine exclusively designed for Viva Pinata on the XBOX360. Topics such as how the shaders were designed to achieve the look of the game, the lighting and shadowing system, and how advanced features such as edge-based tessellation were used to achieve high framerates are discussed in detail. The author also touches upon areas for future improvement, and how existing methods can be generalised to promote the use of large-scale displacement maps and general lighting algorithms in a non-deferred framework.

MotoGP'06 for Xbox 360: A Post-Mortem of our Next-Gen Tool Chain
Price:$7.95

SKU#: GDC07-4618
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Description: Taking MotoGP'06 as a case study we look at the development of Tomcat, our next-gen tools framework, and the role that it played in the success of the project. This session explores the benefits and risks of developing your own proprietary texturing and modelling package over using popular alternatives such as Max or Maya.

Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustration
Price:$7.95

SKU#: GDC07-4616
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Description: To attract larger audiences, games today must accommodate vastly different levels of skill and knowledge in its players. This session introduces two different but equally important concepts: Adaptive Training and Adaptive Difficulty. It then presents an adaptive training implementation using an expert system and a general Adaptive Difficulty framework as used within BioShock, the upcoming PC and Xbox 360 title by Irrational Games.

Motion Capture Compression
Price:$7.95

SKU#: GDC07-4612
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Description: This talk describes a novel compression method that is designed for motion capture data. We will show how you can compress 90 minutes of high quality character animation into 6MB without perceivable loss. You will be able to randomly and very efficiently extract frames directly from the compressed representation.

Embodied Agents in Dynamic Worlds
Price:$7.95

SKU#: GDC07-4608
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Description: This session is a detailed examination of the issues and techniques involved with navigating agents through the highly dynamic environments that are starting to be built on the NexGen consoles. Dynamic pathfinding solutions as well as navigational techniques are covered.

Feud No More: Learning to Love the Hybrid Web/Download Casual Game
Price:$7.95

SKU#: GDC07-4590
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Description: ^/i>Family Feud Online Party^//i> is a unique hybrid of web and downloadable casual games. A classic TV brand was converted into a subscription-based community by integrating existing Java web application infrastructure into a quality C++ game engine.

Is There Anything Comparable to Spherical Harmonics But Simpler?
Price:$7.95

SKU#: GDC07-4586
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Description: Unlike the complex spherical harmonics, a spherical radial basis function (SRBF) lighting framework is introduced to achieve real-time ultra-realistic rendering. It is mathematical simpler, intuitive, computational efficient and easy to learn. Its visual quality is comparable to spherical harmonics. We provide the underlying mathematics, implementation details/tricks, and demonstrations of this novel SRBF lighting framework.

RSX Best Practices
Price:$7.95

SKU#: GDC07-4549
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Description: During the runup to launch, Sony Worldwide Studios learned a great deal about creating high performance graphics applications on the Playstation 3. Much attention has already been devoted to shader programming, so this talk focuses instead on the other half of the equation; topics discussed will include the origin and usage of the libgcm API, algorithms for optimal use of the RSX vertex cache, and use of the CELL in tandem with the RSX including necessary synchronization techniques. This material has never been presented before in an open forum.

Real World SPU Usage
Price:$7.95

SKU#: GDC07-4548
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Description: The SPUs are the power-house of the Cell processor in the PlayStation 3 allowing it to achieve unprecedented levels of performance, but the innovative multi-core architecture brings with it new design challenges to understand and address before this power can be leveraged. This session examines how Sony Worldwide Studios have attempted to harness this power in their games. The talk considers high, mid and low level questions covering topics such as selection of tasks to offload, sharing of SPUs, synchronisation, system architecture, memory layout, DMA efficiency and instruction optimisation - trying as much as possible to focus on concrete use cases rather than abstract theory.

OpenGL ES 2.0: Start Developing Now
Price:$7.95

SKU#: GDC07-4547
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Description: The forthcoming emergence of OpenGL ES 2.0 handheld devices means that developers need to start targeting the API in their game engines today. In this presentation, we detail all of the tools you will need to start developing games for OpenGL ES 2.0. In addition to tools, we present a case study in developing a 3D engine targeted for OpenGL ES 2.0.

Under the Compiler's Hood: Supercharge Your PLAYSTATION3 Code
Price:$7.95

SKU#: GDC07-4428
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Description: Writing good game code requires a working knowledge of compiler internals to avoid the many pitfalls that cause poor performance. It is no good asserting that "the compiler should have understood what I meant". Knowing how to communicate with an optimising compiler efficiently is essential. This knowledge is also useful to those who wish to create optimising scripting languages for their projects.

Saints Row Multiprocessing Architecture
Price:$7.95

SKU#: GDC07-4214
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Description: This lecture covers multiprocessor scheduler design and load balancing techniques in a real-world game development environment.

Pre-computed Light Carving into Meshes
Price:$7.95

SKU#: GDC07-3737
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Description: Even though new console platforms offer increased memory capacity, memory continues to be a premium due to enhanced realism. This session introduces a novel technique used in place of lightmaps to reduce the amount of memory used to store pre-computed lighting while maintaining a similar visual quality. Pre-computed lighting is applied to a finely tesselated mesh. Finally, the mesh is simplified to reduce the number of vertices and preserve original features.

Projection Matrix Tricks
Price:$7.95

SKU#: GDC07-3730
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Description: This session covers a variety of projection matrix modification techniques, such as depth coordinate tweaking and oblique near plane clipping, that add important tools free of rendering cost to a graphics programmer's bag of tricks.


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