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Game Developers Conference 2007 Videos

Îåêßíçóå áðü ôï ìÝëïò George J. Capnias. Τελευταία δημοσίευση από το μέλος George J. Capnias στις 08-03-2007, 16:41. Υπάρχουν 0 απαντήσεις.
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  •  08-03-2007, 16:41 26126

    Game Developers Conference 2007 Videos

    Διαθέσιμα μέσα από το Microsoft Downloads είναι video από τις παρουσιάσεις της Game Developers Conference 2007:

    • GDC 2007: Building High Performance Games using Visual C++ 2005
      Visual C++ 2005 introduces a powerful new set of optimization techniques and code generation models. This presentation will discuss the many options available in Visual C++ for streamlining your game code, including link-time code generation, profile guided optimization (PGO), floating-point optimization, and other compiler and linker flags that will help you squeeze the most out of your target hardware. In addition, we’ll discuss the Visual Studio profiler and other tools available to help pinpoint game bottlenecks and get you on track to performance nirvana
    • GDC 2007: Advanced Performance Tuning with PIX for Windows
      Although real-time graphics techniques are quickly advancing towards realism, the main issues many developers face is still performance. PIX for Windows is a powerful tool you can use to squeeze the most performance out of your game. Learn about the new and powerful additions to PIX for Windows including GPU timing information, shader debugging, and Direct3D 10 support. See the system as a whole and learn how to pinpoint bottlenecks in game engine performance.
    • GDC 2007: Developing Great Games for Windows Vista
      With the launch of Windows Vista, millions of your customers are already playing games on this innovative new operating system. There are many things you should be aware of to ensure they have a satisfying experience. This talk covers important Windows Vista concepts and features as they relate to games, and then discusses the top issues affecting titles on Vista. Topics include dealing with User Account Control and other security features, Game Explorer integration, common re-distribution and installation mistakes, changes to the DirectX runtime, 64-bit desktop computing, the new display driver model and many other features that can make your game stand out on Vista.
    • GDC 2007: XNA Game Studio Express
      Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio Express, hobbyist and casual game developers can see their visions come to light in a matter of minutes instead of months. Come see XNA Game Studio Express in action and learn how to take full advantage of this powerful framework and its associated development tools. This session will also provide a first look at some of the new features the XNA Game Studio team is working on.
    • GDC 2007: XDK Redux - New Features and Tools for Xbox 360 Developers
      Over the past year, many exciting enhancements and features have been integrated into the Xbox 360 Development Kit (XDK). New features range from file event monitoring, host migration support and reliable UDP to game disc caching, compression APIs and video capture. This presentation will highlight a number of these features, provide demos and share thoughts on how to effectively integrate them into your next Xbox 360 title or development process.
    • GDC 2007: Getting Past 30 Hertz
      Enabling high-performance games requires an arsenal of tools and techniques. This presentation will demonstrate the practical use of CPU and GPU performance analysis tools on both Xbox 360 and Windows. You’ll come away armed with the knowledge needed to make your titles truly blow everyone away. Particular attention will be paid to the most recent additions to PIX on both platforms, such as the new sampling profiler and trace analysis. We’ll also cover general techniques gleaned from practical experience in the field.
    • GDC 2007: LIVE On Windows Essentials
      LIVE on Windows brings a new generation of online gaming to Windows. Join us to hear about how LIVE can provide you with the technology to fully enable your games for multiplayer gaming and extensive community. The LIVE platform provides you with identity, achievements, automatic patching, extensive matchmaking, cross-platform connectivity, voice communications, anti-cheat technology, NAT traversal and more. This talk, intended for developers, will cover the features, requirements, best practices and differences from the Xbox version. Also included will be a sneak peak of new and upcoming LIVE features and some cool demos!
    • GDC 2007: The Future of DirectX
      Even though the DirectX 10 API and hardware have just shipped, graphics technology continues to advance. This talk outlines the next steps, beginning with the improvements in DirectX 10.1 targeting increased flexibility and image quality. We’ll cover technologies currently under investigation for future releases including tessellating subdivision surfaces, generating compressed textures, and continuing improvements in CPU/GPU interoperation. This is a great opportunity to see where your most needed new features are on the list!
    • GDC 2007: XNA Game Studio Express - Deep Dive
      This presentation offers an in-depth look into the recently released XNA Game Studio Express with emphasis on the XNA Framework and its technical capabilities. We will explore the potential for prototyping and creating Xbox LIVE Arcade titles in the professional game development arena. This talk will feature demonstrations of the capabilities of Game Studio Express and the XNA Framework on both Windows and Xbox 360.
    • GDC 2007: The Future of Audio on Windows and Xbox 360
      As the audio landscape evolves, Microsoft remains committed to a range of audio solutions for programmers and composers that effectively target platforms such as Windows and Xbox 360. Come hear what the future holds for audio APIs and tools from Microsoft. We'll discuss audio on Vista, future APIs, and how audio developers and content creators should be thinking about audio engine design and content authoring in the years ahead.
    • GDC 2007: Rapid-Fire Material Systems with Direct3D 10
      Direct3D 10 is designed from the ground up to empower you to blast way more unique objects, materials, and realistic clutter into your scene. Discover opportunities to get the best small batch performance and exploit the leap forward in shader programmability in shader model 4.0 to achieve a new level of visual diversity. Learn how to design massively-scalable Direct3D 10 material systems on the new platform. This talk will also examine how to leverage major advancements of the new Direct3D 10 Effects system to efficiently manage the building blocks of a material: shader code, device state, and material data. Grab the reins of DirectX 10 hardware and software to cram as much variety as possible into every frame!
    • GDC 2007: Hands-on Workshop - XACT Audio
      The Microsoft Cross-Platform Audio Creation Tool (XACT) is an audio implementation platform that is available for use on Xbox 360, Windows, and XNA Game Studio Express titles. The XACT authoring tool enables composers and sound designers to create dynamic, non-repetitive sound effects and more easily take advantage of sophisticated, real-time effects processing. The XACT engine provides optimized bundling and multi-streaming interfaces for programmers, as well as the ability to interactively perform and monitor audio playback programmatically. XACT supports real-time in-game auditioning, editing, mixing, and monitoring of audio content, allowing for rapid content prototyping with minimal programming resources. In this hands-on session we’ll go over the basics and some more advanced techniques using XACT to create, edit, and play back content. There will be tasks for both programmers and content creators to explore while familiarizing themselves with this audio engine and creation tool.
    • GDC 2007: Xbox LIVE on Windows and 360 - Are Your Games Dead or LIVE
      LIVE on Windows and Xbox presents unmatched online opportunities for game developers. Session invitations, ubiquitous voice, and achievements are just a few of the features that continue to revolutionize the industry. But what else lies within the LIVE toolbox? What opportunities for gaming innovation await your creativity and passion? How can LIVE features help drive sales of your game and increase player retention? How can you integrate the most robust online feature set onto multiple platforms with minimal code? Whether you’re creating single-player or multi-player titles for Xbox 360 or Windows, and whether you are new to LIVE or in the know, this talk will help you get the most out of LIVE.
    • GDC 2007: D3D10 Unleashed - New Features and Effects
      Direct3D 10 has arrived in Windows Vista! Get up-to-speed on the latest graphics hardware and software infrastructure in Windows. Learn about the breadth of new Direct3D 10 features – everything from geometry shaders to resource views – and how to leverage those features for cutting-edge visual effects in your next Windows title. Attending this introductory talk is a great way to prepare yourself for the more advanced Direct3D 10 content presented later in the conference.

     

     George J.


    George J. Capnias: Χειροπρακτικός Υπολογιστών, Ύψιστος Γκουράρχης της Κουμπουτερολογίας
    w: capnias.org, t: @gcapnias, l: gr.linkedin.com/in/gcapnias
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