GDC 2009
CUDA and Multi-Core Gaming: Lessons from Gamebryo Floodgate - Nvidia
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2009
Directing the Prince Of Persia Camera: A Sustainable Development Approach
by Jonathan Bard
(Ubisoft Montreal)
Programming
GDC 2009
Drop-In COOP for Open World Games
by Glenn Fiedler
(Sony Santa Monica)
Programming
GDC 2009
Global Illumination in SONIC UNLEASHED
by Yoshihisa Hashimoto
(Sega Corporation)
Programming
GDC 2009
HALO WARS: The Terrain of Next-Gen
by Colt McAnlis
(Blizzard)
Programming
GDC 2009
Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs...
by Jonathan Greenberg
(Midway)
Programming
GDC 2009
Intel's New Graphics Performance Analyzers
by Cian Montgomery
(Intel)
Programming
GDC 2009
Introducing GPU PerfStudio 2.0 - The Next Generation DX10.x GPU Performa...
by Seth Sowerby
(AMD)
Programming
GDC 2009
Kaboom: Real-Time Multi-Threaded Fluid Simulation for Games
by Jeff Freeman
(Intel)
Programming
GDC 2009
Maximizing Multi-GPU Performance
by Thomas Fortier
(AMD)
Programming
GDC 2009
Momentum vs. Character Animation
by David Wu
(Microsoft Game Studios)
Programming
GDC 2009
Optimizing Game Architectures with Intel Threading Building Blocks
by Brad Werth
(Intel)
Programming
GDC 2009
Practical SPU Usage in GOD OF WAR 3
by Jim Tilander
(Sony, Santa Monica)
Programming
GDC 2009
Rasterization on Larrabee: A First Look at the Larrabee New Instructions...
by Michael Abrash
(Rad Game Tools)
Programming
GDC 2009
Real-Time Deformation and Fracture - Finite Element Simulation and its U...
by James O'Brien
(University of California, Berkeley)
Programming
GDC 2009
Rendering Techniques in GEARS OF WAR 2
by Daniel Wright
(Epic Games)
Programming
GDC 2009
STAR OCEAN 4: Flexible Shader Management and Post-Processing
by Yoshiharu Gotanda
(tri-Ace Inc.)
Programming
GDC 2009
The Beauty of Destruction
by Pete Isensee
(Microsoft)
Programming
GDC 2009
The In and Out: Making Games Play Right with 3D Stereoscopic Technologie...
by Samuel Gateau
(NVIDIA)
Programming
GDC 2009
The PlayStation 3's SPU's in the Real World - KILLZONE 2 Case Study
by Michiel van der Leeuw
(Guerrilla)
Programming
GDC 2009
The Rendering Technology of KILLZONE 2
by Michal Valient
(Guerrilla)
Programming
GDC 2009
The Tech Behind the Tools of Insomniac Games
by Geoffrey Evans
(Insomniac Games)
Programming
GDC 2009
Threaded AI For The Win!
by Orion Granatir
(Intel)
Programming
GDC 2009
Who Moved the Goalposts? The Rapidly Changing World of CPU's and Optimiz...
by Leigh Davies
(Intel Corporation)
Programming
GDC 2009
Your Game Needs Direct3D 11, So Get Started Now!
by Bill Bilodeau
(AMD)
Programming
GDC 2009
Zen of Multicore Rendering
by Corrinne Yu
(Halo Team Microsoft)
Programming