GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC Europe 2009
Immediate-Mode GUI in Practice
by Nicholas Francis
(Unity Technologies)
Programming
GDC Europe 2009
Off-Road Racing Physics, Indie Style
by Jim Buck
(Twitchy Thumbs Entertainment, Inc.)
Programming
GDC Europe 2009
Off-Road Racing Physics, Indie Style
by Jim Buck
(Twitchy Thumbs Entertainment, Inc.)
Programming
GDC Europe 2009
Practical Techniques for Managing Code and Assets for Multiple Cross Pla...
by Julien Koenen
(keen games GmbH)
Programming
GDC Europe 2009
Practical Techniques for Managing Code and Assets for Multiple Cross Pla...
by Julien Koenen
(keen games GmbH)
Programming
GDC Europe 2009
Procedural Content Generation Taken to Extremes
by Dierk Ohlerich
(49 Games)
Programming
GDC Europe 2009
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
GDC Europe 2009
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
GDC Europe 2009
The Future of Gaming Graphics
by Cevat Yerli
(Crytek)
Programming
GDC Europe 2009
The Future of Gaming Graphics
by Cevat Yerli
(Crytek)
Programming
GDC Europe 2009
The Glacier 2 Deferred Rendering Pipeline: Tools and Techniques
by Calle Lejdfors
(IO Interactive)
Programming