GDC 2004
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development
by Tom Peltier
Programming
GDC 2004
Adding Spherical Harmonic Lighting to the Sushi Engine
by Leander Hasty
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
AI: Gameplay & Design: A Marriage of Heaven or Hell?
by Michael Corby
Programming
GDC 2004
Artificial Potential Fields for the Control of Navigation and Animation
by Paula Moore
Programming
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
GDC 2004
Building a Million Particle System
by Cheryl Jackson
Programming
GDC 2004
Building a Million Particle System
by Cheryl Jackson
Programming
GDC 2004
Common C++ Performance Mistakes in Games
by Justin Peltier
Programming
GDC 2004
Deferred Shading on DX9 Class Hardware and the Xbox
by Scott Ambler
Programming
GDC 2004
Developing Wireless Location-Based Games
Programming
GDC 2004
Fast Yet Realistic Deformation and Fracture
by James O'Brien
Programming
GDC 2004
Fast Yet Realistic Deformation and Fracture
by James O'Brien
Programming
GDC 2004
Game Mobility Requires Code Portability
by Guido Henkel
Programming
GDC 2004
Game Mobility Requires Code Portability
by Guido Henkel
Programming
GDC 2004
High Dynamic Range Lighting
by John O'Leary
Programming
GDC 2004
High Dynamic Range Lighting
by John O'Leary
Programming
GDC 2004
Integrating Physics into a Modern Game Engine
by Rishi Bhattacharya
Programming
GDC 2004
Integrating Physics into a Modern Game Engine
by Rishi Bhattacharya
Programming
GDC 2004
Lemke's Algorithm, The Hammer In Your Math Toolbox?
by Chris Hecker
(Formerly Technology Fellow at Maxis)
Programming
GDC 2004
Light Scattering: Oh, that Looks Cool! Can we Have it in the Game, Real ...
by Derek Palmer
Programming
GDC 2004
Motion Capture-driven Simulation for Characters
by Lisa Schlosser
Programming
GDC 2004
Motion Capture-driven Simulation for Characters
by Lisa Schlosser
Programming
GDC 2004
Motion Synthesis
by Terri Curran
Programming
GDC 2004
Motion Synthesis
by Terri Curran
Programming
GDC 2004
Practical Implementation of High Dynamic Range Rendering
by John Williams
Programming
GDC 2004
Practical Implementation of High Dynamic Range Rendering
by John Williams
Programming
GDC 2004
Practical Physics for Articulated Characters
by Rishi Bhattacharya
Programming
GDC 2004
Practical Physics for Articulated Characters
by Rishi Bhattacharya
Programming
GDC 2004
Practical Shadows: Out of the Demo and Into the Engine
by Tom Forsyth
Programming
GDC 2004
Practical Shadows: Out of the Demo and Into the Engine
by Tom Forsyth
Programming
GDC 2004
Procedural Shaders: A Feature Animation Perspective
by Arcot Preetham
(ATI)
Programming
GDC 2004
Procedural Shaders: A Feature Animation Perspective
by Arcot Preetham
(ATI)
Programming
GDC 2004
Programming the PlayStation Portable (PSP)
by Bryan Fletcher
Programming
GDC 2004
Real World Multi-Threading in PC Games
by Arron Coday
(Intel)
Programming
GDC 2004
Real World Multi-Threading in PC Games
by Arron Coday
(Intel)
Programming
GDC 2004
Real-Time Global Illumination
by Fred Mundt
Programming
GDC 2004
Real-Time Global Illumination
by Fred Mundt
Programming
GDC 2004
Real-Time Translucent Animated Objects
by Fred Trickey
Programming
GDC 2004
Realistic and Fast Cloud Rendering in Computer Games
Programming
GDC 2004
Realistic and Fast Cloud Rendering in Computer Games
Programming
GDC 2004
Reusing Shading for Interactive Global Illumination
Programming
GDC 2004
Reusing Shading for Interactive Global Illumination
Programming
GDC 2004
Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of...
Programming
GDC 2004
Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of...
Programming
GDC 2004
The Full Spectrum Warrior Camera System
by Thomas Peltier
Programming
GDC 2004
The Full Spectrum Warrior Camera System
by Thomas Peltier
Programming
GDC 2004
The Collection and Applications of Metrics in an MMP Game: Lessons Lea...
by Larry Mellon
Programming
GDC 2004
The Collection and Applications of Metrics in an MMP Game: Lessons Lea...
by Larry Mellon
Programming
GDC 2004
The Making of the Official Counter-Strike Bot
by Michael Booth
(Valve)
Programming
GDC 2004
The Making of the Official Counter-Strike Bot
by Michael Booth
(Valve)
Programming
GDC 2004
The Physics-Sound System of Deus Ex: Invisible War and Thief 3
by Brian Sharp
(Bungie, LLC)
Programming
GDC 2004
True Crime: Streets of L.A.-Bringing Crime to the City of Angels
by Rishi Bhattacharya
Programming
GDC 2004
Using Verlet Integration and Constraints in a Six Degree of Freedom Rigi...
Programming