Game development presentations - a useful reference

Isn't there a forum dedicated to this stuff, why is this thread buried in the wrong place?

http://kesen.huang.googlepages.com/

Jawed
I add this great link to the list along with the one pointed by Laa-Yosh about Saints row. I actually I linked both the website and this specific presentation.

For the thread location, if Mods want to move it to another place, no problem from me, I'll update it no matter where it is ;)
 
Did another talk today dubbed "Parallel Futures of a Game Engine" that may be of interest for this list.
Goes pretty deep into the future and what kind of programming models, hardware and tools that we want.

Slides
 
Did another talk today dubbed "Parallel Futures of a Game Engine" that may be of interest for this list.
Goes pretty deep into the future and what kind of programming models, hardware and tools that we want.

Thanks repi!

Now we need less ME and more BF ;)
 
Added as this presentation doesn't seem to be available on crytech site (or under another name).
I also add yesterday the link submitted by Repi.

Thanks you all for your additions to the topic :)
 
4 PWL function is cheap in transistors and performance (look-up tables). ;) Might be helpful: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html nevermind the irony. :p

Although, given the history of R400 -> C1... who knows, just like the decision excluding say FP16 blending, which ATi already had in a shipping part at the time (R520).

First of all, I only see 3 segments (am I blind or what).

If 4PWL function is cheaper, they could have at least make the distance of the segments more dense at the beginning of the curve! This would give a better approximation at the beginning of the curve, as the end of the curve seems rather linear, one segment seems enough...I bet that I could construct a better approximation with 4 segments than the Xenon 4PWL!!
 
I haven't seen this one before (or have I?)

http://publications.dice.se/

All presentations of DICE employees gathered in one single spot. Very handy!


Repi has an updated presentation about parallelization up there today. Here's his blog update regarding the presentation

http://repi.blogspot.com/2010/05/sthlm-game-developer-forum-talk.html

I skimmed it and some is over my head since I'm not big into graphics. Most of the general parallelization talk is interesting. The bonus slides are cool.
 
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