Game development presentations - a useful reference

Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.

  1. liolio

    liolio French frog
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    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 ;)
     
  2. repi

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    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
     
  3. neliz

    neliz GIGABYTE Man
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    Thanks repi!

    Now we need less ME and more BF ;)
     
  4. liolio

    liolio French frog
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    Great link Repi, I've update my list :)
     
  5. repi

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    We've put up a new official site now for all public DICE presentations, talks and thesis papers:

    http://publications.dice.se

    Some new ones there that haven't been available for. And plan to harvest more content from our people :)
     
  6. Squilliam

    Squilliam Beyond3d isn't defined yet
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  7. CNCAddict

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    YOU GUYS ARE AWESOME :grin:
     
  8. Tap In

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    just read the HDR audio for BC and Frostbite... great thanks!
     
  9. green.pixel

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    This can be added to the list. :)
     
  10. liolio

    liolio French frog
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    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 :)
     
  11. _phil_

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    It's Crytek ,not Crytech ;)
     
  12. liolio

    liolio French frog
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    fixed ;)

    on another topic, I hope that gamefest presentations will be available soon .
     
  13. _phil_

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  14. liolio

    liolio French frog
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    I put it in the Miscellaneous section ;)
     
  15. Shifty Geezer

    Shifty Geezer uber-Troll!
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    Gosh. I'm shocked. Didn't know it was that off. Why did ATi go this route?
     
  16. AlNets

    AlNets ¯\_(ツ)_/¯
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    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).
     
  17. Billy Idol

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    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!!
     
  18. Billy Idol

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    Sorry, don't know if this is the right place to post this. But I came across a rather interesting interview of Mark Cerny - a lot of intersting stuff he tells and of course he seems to be an interesting person himself!

    http://www.1up.com/do/feature?pager.offset=2&cId=3178907
     
  19. neliz

    neliz GIGABYTE Man
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    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!
     
  20. Scott_Arm

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    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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