GDC 2001
BSP Collision Detection As Used In MDK2 and NeverWinter Nights
by Stan Melax
(BioWare)
Programming
GDC 2001
Choosing, Designing and Implementing Scripting Languages: Tales from the...
by Kevin Bruner
(Telltale)
Programming
GDC 2001
Creature Smarts: The Art and Architecture of a Virtual Brain
by Damian Isla
(Moonshot Games)
Programming
GDC 2001
Experiences in Programming Maya 3.0
by Dean Giberson
Programming
GDC 2001
FuBi: Automatic Function Exporting for Scripting and Networking
by Scott Bilas
Programming
GDC 2001
Game Boy Advance Resource Managment
by Rafael Baptista
Programming
GDC 2001
Implementing Multicolored Volumetric Fog without Using Up Texture Stages
by Arevalo Baeza
Programming
GDC 2001
Intelligent Data Distribution for Massively Multiplayer Games
by Nate Burgess
Programming
GDC 2001
Interactive Animated Characters
by Ken Perlin
(NYU)
Programming
GDC 2001
Interactive Animated Characters
by Ken Perlin
(NYU)
Programming
GDC 2001
Lessons Learned from a Year with Xbox
by John Tibbetts
Programming
GDC 2001
Level-of-Detail AI
by Brian Goetz
Programming
GDC 2001
Optimization Techniques for Hardware Transformation and Lighting Pipelines
by John Ratcliff
(Simutronics Corporation)
Programming
GDC 2001
Practical Implementation Techniques for Multiresolution Subdivision Surf...
by David Brickhill
Programming
GDC 2001
Procedural Rendering on PlayStation 2
by Robin Green
(Microsoft)
Programming
GDC 2001
Proximity Queries and Penetration Depth Computations on 3D Game Objects
by Gino van den Bergen
Programming
GDC 2001
Real-Time Artistic Nonphotorealistic Rendering
by Jeff Lander
Programming
GDC 2001
Real-Time Full Scene Antialiasing for PCs and Consoles
by Kenneth Mitchell
Programming
GDC 2001
Real-Time Photorealism via Procedural Shaders
by Brian Goetz
Programming
GDC 2001
Real-Time Photorealistic Terrain Lighting
by Kenneth Mitchell
Programming
GDC 2001
Real-Time Shadows
by Tomas Moller
Programming
GDC 2001
Rendering with Sophisticated Reflectance Models
by Jonathan Blow
(Number None, Inc.)
Programming
GDC 2001
Shading Languages for Graphics Hardware
by Bill Mark
Programming
GDC 2001
Simulation Level-Of-Detail and Culling
by Stephen Chenney
Programming
GDC 2001
Stable Rigid-Body Physics
by Graham Rhodes
(.)
Programming
GDC 2001
Technology Five Years from Now
by David Braben
(Frontier Developments)
Programming
GDC 2001
Terrain Reasoning for 3D Action Games
by David Braben
(Frontier Developments)
Programming
GDC 2001
The Basics of Team AI
by John O'Brien
(Red Storm Entertainment)
Programming
GDC 2001
The Basics of Team AI
by John O'Brien
(Red Storm Entertainment)
Programming
GDC 2001
The Mysteries of Multiplatform: Developing on Console and PC
by David Falkner
Programming
GDC 2001
Those Darned Sims: What Makes Them Tick?
by Jamie Doornbos
Programming
GDC 2001
Using Windows To Create Palm Games
by Carsten Magerkurth
Programming
GDC 2001
What Happened to My Colors? Displaying Console Computer Graphics on a Te...
by Bruce Dawson
Programming
GDC 2001
Why are you Writing Games with a 15 year old Programming Language?
by Chris Hecker
Programming