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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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The Mobile 3D Programmers Cookbook
Price:$5.95

SKU#: GDCM-06-004
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Description: The introduction of 3D graphics for mass market mobile phones has brought mobile gaming a small step towards to what was has been possible in PC and consoles for more than a decade. But developing for mobile phones presents some unique challenges that you have to deal with in order to be successful.

This lecture presents the status of current hardware and APIs for 3D capable phones and gives away a set of recipes on how to program 3D games for mass market mobile phones. The lecture discusses the most common pitfalls to avoid in J2ME 3D programming. It also explains how to handle portability, scaling and optimization for a variety of performance characteristics. Real world examples are used to illustrate how the ideas work in practice.


OpenGL ES 2.0: Shaders Go Mobile
Price:$5.95

SKU#: GDCM-06-001
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Description: OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. The OpenGL ES 2.0 specification introduces the majority of the functionality used by today’s desktop games into the embedded space. The latest version of OpenGL ES will have a major impact on mobile game developers. In keeping with the design goal of removing any redundancy from the API, the Khronos group has completely removed fixed-function vertex/pixel processing. While this change ushers in the shader era to mobile gaming, it also means that mobile game developers will need to make significant changes to their applications. The goal of this presentation is to review in detail what has changed in OpenGL ES 2.0 and what the changes mean for mobile game development.

The discussion begins by briefly reviewing the history and design goals that drove the OpenGL ES specification. The changes to the OpenGL ES API for version 2.0 are then discussed from three different directions: what has changed in GLSL, what is new relative to OpenGL ES 1.1, and what has changed from OpenGL 2.0 on the desktop.


Crowd Simulation on PS3
Price:$5.95

SKU#: GDC-06-173
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Description: Efficient large scale simulation of crowds and flocks on the multiprocessor Cell architecture of the PS3. This system simulates thousands of individual autonomous characters interacting at 60 frames per second. The presentation will include demos and detailed discussion of algorithms, data structures and the multiprocessor approach taken in this work.

High Performance Physics Solver Design for Next Generation Consoles
Price:$5.95

SKU#: GDC-06-166
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Description: This presentation guides developers though the unique code and data design considerations required to build high-performance game engine components for the next generation console hardware. Using examples from specific physics solvers such as fluids, cloth, rigid and articulated bodies, it highlights the necessary steps for designing and implementing efficient code that makes full use of the hardware's impressive potential.

Physical Gameplay in Half-Life 2
Price:$5.95

SKU#: GDC-06-159
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Description: With Half-Life 2, Valve added rigid body dynamics to their game design vocabulary. This kind of shift in core technology can affect hundreds of aspects of an established game design. How did Valve evaluate, explore, refine, and deliver these changes? What were the challenges along the way? This session will focus on the decisions that made physics technology a successful addition to the Half-Life universe.

What's Next in Digital Distribution & Mainstream Games
Price:$5.95

SKU#: GDC-06-153
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Collada for Playstation3
Price:$5.95

SKU#: GDC-06-152
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Description: COLLADA 1.4 was released in January 2006 as an open standard by the Khronos group. It contains COLLADA FX, a cross platform shader effect specification, COLLADA PhX, an API-independent physics properties specification, and many other features. During this presentation we will demonstrate how COLLADA can be used in a modern tool chain for content production for PS3-class devices. We will introduce many of the tools that implement this specification, and showcase with live demonstrations how this content can be brought into a game running on the PS3.

The Zen of Wi-Fi: A Postmortem of the Wireless Features of Nintendo DS
Price:$5.95

SKU#: GDC-06-143
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Description: Nintendo Wi-Fi Connection, Takao Ohara addresses what went right and what went wrong in implementing wireless capability on the Nintendo DS, and also explores the lessons learned that can be applied to consoles as well. Ohara will also offer tips for developers who want to make their games Wi-Fi compatible, with the ultimate goal of getting new people involved in playing video games.

Sim, Render, Repeat – An Analysis of Game Loop Architectures
Price:$5.95

SKU#: GDC-06-140
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Description: This session delves into the nuances of game loops, their timings, and their architectural impacts, and then provides a detailed look at how to extend the architectures for Next-Generation multi-CPU hardware environments.

God of War: How the Left and Right Brain Learned to Love One Another
Price:$5.95

SKU#: GDC-06-139
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Description: Take one right brained, random, creative Lead Designer. Add a left brained, analytical, special-case hating Lead Programmer. Make an artistic, special-case heavy game without them killing each other. How to structure engine, tools and pipeline to make a creatively driven game.

Feeding the Monster: Advanced Data Packaging for Consoles
Price:$5.95

SKU#: GDC-06-124
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Description: This lecture explores game asset generation and loading strategies by proposing a multi-platform data packaging solution that yields minimal loading times and scales to the increasing amount of content expected from next-generation games.

Middle-earth is Burning - Fire as a Gameplay Element in BfME2
Price:$5.95

SKU#: GDC-06-123
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Description: This session will provide an in-depth view on how fire as a gameplay relevant element was added to BATTLE FOR MIDDLE EARTH 2. Examples will be shown from initial idea to the final implementation that shipped with the game.

The Next Generation Animation Panel
Price:$5.95

SKU#: GDC-06-118
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Description: This panel focuses on four technologies that are going to help make the difference in the development of next-gen games, these include: emotionally expressive procedural animation; combining animation and physics; animations coping with a dynamic environment; and automatic parameterization of a motion system.

Three States and a Plan: The AI of F.E.A.R.
Price:$5.95

SKU#: GDC-06-117
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Description: This talk describes techniques applied on F.E.A.R. that allow developers to use Goal Oriented Action Planning systems in real-time action games, and the benefits of doing so.

Ritual: Next-Gen Visual Effects on Direct3D 10
Price:$5.95

SKU#: GDC-06-115
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Description: In this session, discover how Ritual Entertainment’s engineers are exploiting Direct3D10 Geometry Shaders, Stream Output, Render Target Arrays, Shader Model 4.0, and more, to deliver unprecedented visual effects in their game. Topics covered include an overview of new Direct3D 10 features, followed by a case study of art-content and architecture implications for a game engine that uses Direct3D 10 as its primary rendering path.

Building Project Gotham Racing 3: An Xbox 360 Postmortem
Price:$5.95

SKU#: GDC-06-104
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Description: This lecture identifies the pleasures and pitfalls of designing and developing a game on an evolving platform, with a fixed deadline of being an ambitious day one launch title.

The Neverwinter Nights 2 Toolset: A Case Study of Tools Development
Price:$5.95

SKU#: GDC-06-082
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Description: This lecture is a case study of the NEVERWINTER NIGHTS 2 Toolset: a modern game toolset featuring multiprocess and multithreaded operation, plugin support, legacy data conversion, and designer-driven UI improvements, all developed with the Microsoft .NET framework.

The Gym: Where The Incredible Hulk Goes To Train
Price:$5.95

SKU#: GDC-06-080
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Description: This presentation examines how a general purpose GUI-based decision tree and state machine editing tool became the integrated solution for character mechanics, AI behavior and mission scripting in THE INCREDIBLE HULK: ULTIMATE DESTRUCTION.

Shadow Mapping Tricks and Techniques
Price:$5.95

SKU#: GDC-06-075
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Description: This talk describes a variety of shadow mapping techniques along with performance and antialiasing improvements, as well as advanced algorithms such as smoothies and shadow silhouette mapping.

Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering
Price:$5.95

SKU#: GDC-06-069
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Description: This session examines existing displacement-mapping algorithms in real-time domain. It presents the pros and cons of these algorithms for game developers. Finally, it presents an improved parallax occlusion mapping algorithm for dynamic real-time lighting of surfaces including soft shadows, a directable LOD system, and robust critical height field-ray intersection computation. Issues of integrating this algorithm into game engines will be evaluated with a real game engine case study.

Global Terrain Technology for Flight Simulation
Price:$5.95

SKU#: GDC-06-051
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Description: This talk presents some of the terrain engine technology developed by Microsoft Game Studios, including techniques to handle large amounts of geospatial data, fiber and thread-based composition of surface textures, and triangulation of the global terrain mesh.

Fundamentals of Secure Development
Price:$5.95

SKU#: GDC-06-049
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Description: A comprehensive overview of the issues involved in writing secure code, as well as techniques for assessing risk, and tools and techniques for finding and remediating weaknesses without overwhelming the schedule.

Extremely Practical Shadows
Price:$5.95

SKU#: GDC-06-045
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Description: An update and extension of the GDC 2004 presentation

Extreme Memory Optimization for Path-Finding and Spatial Partitioning Systems
Price:$5.95

SKU#: GDC-06-044
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Description: This lecture explains how to advance innovative AI though 'Vantage Point Modeling', a new and extremely memory efficient spatial partitioning technique from the world of satellite imaging, including tips and tricks for world awareness, better path-finding, dynamic cover analysis, and squad based awareness.

Dancing with the Wind
Price:$5.95

SKU#: GDC-06-039
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Description: This lecture focuses on the practical application of computationally cheap aerodynamics calculations within real-time physics systems. These techniques simulate complex wind/water effects that add subtle, emergent details, making your virtual game worlds appear more alive and interesting to the player.


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