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Session Name:

Defining the Next Generation of Real-Time Characters


With Xbox360, PlayStation 3 and faster more powerful PCs here instead of looming on the horizon, the promise of vastly better technology has led to a lot of speculation about the next generation of game characters. What distinguishes the so-called next generation of characters from the present one? Shaders, large numbers of polygons, large numbers of characters, and advanced AI are some of the factors. But how will implementation change? Will it be without real-time tessellation and the combination of morph targets on top of a skeletal deformation system? How can we possibly implement that 50,000-triangle hero that next-generation console and PC development promises us?

In this lecture, attendees not only gain insight into what defines a character as being next gen, but also learn how to make them stand out from the rest of the pack of upcoming games. Make sure you're taking full advantage of all that power and promise the new technologies represent.

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  • GDC 2006
  • Paul Steed
  • Exigent
  • free content
  • Visual Arts
  • Visual Arts