Game Developers Conference: March 4-8, 2003: San Jose, California: GDC Audio Proceedings (Programming)
Disc
| System | IBM PC compatible |
| Media | CD |
| Category | Audio |
| Region |
|
| Language |
|
| Edition | Original |
| Errors | 0 |
Dump
| Status | Unverified |
| Added | 2024-12-23 10:01 |
| Modified | 2024-12-23 10:01 |
| Dumper | HeroponRikiBestest |
Comments
Volume Label: PROGRAM MP3 CD PC/Mac Hybrid Audio is encoded with 11khz, 32 kb/s, 32 bits per sample, stereo MP3.
Contents
Overview PDF Bios PDF Applications: Acrobat Reader Quicktime Audio: Advanced Real-Time Illumination Techniques / Nathaniel Hoffman Animation Blending: Achieving Inverse Kinematics and More / Jerry Edsall Animation System Implementation: What Works and What Doesn't / Jake Simpson Automated Testing of Massively Multiplayer Games: Lessons Learned from The Sims Online / Larry Mellon Beyond Bouncing Boxes: The Physics of Things That Bend and Break / Jeff Lander, James O'Brien Building AI Sensory Systems / Tom Leonard Building An Object System: Features, Tradeoffs, and Pitfalls / Alex Duran Custom STL Memory Allocators / Pete Isensee Designing a Portable Shader Library for Current and Future API's / Alex Vlachos Displacement Mapping / Michael Doggett, Tom Forsyth Enabling Data Driven Design Tuning via Existing Tools / Jeremy Chatelaine Fast Proximity Queries for Large Game Environments / Ming Lin Five Physics Simulators for a Human Body / Chris Hecker Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless) / Masaki Kawase Geometric Algebra: The Framework for Geometric Computations / Daniel Fontijne High Dynamic Range Imagery and Image-Based Lighting / Paul Debevec Highly Detailed Continuous Worlds: Streaming Game Resources From Slow Media / Stuart Denman Little to Big: What Changes? / Fred Brooks Living in a Procedural World: Growing a Virtual Forest / Patrick Smith Making Sound Designers Independent: Techniques to Integrate Audio into Games / Thomas Engel Memory Optimization / Christer Ericson Neverwinter Nights Client/Server Postmortem / Mark Brockington, Scott Greig Optimized Stenciled Shadow Volumes / Cass Everitt Pathematics: Routing for Autonomous Agents / Alex J. Champandard Physics and Animation, Blending Kinetics and Kinematics in a 3rd Person Shooter / David Wu Porting a PlayStation 2-Centric Game to the Xbox: A Case Study of State of Emergency / Jonny Dobson This page left intentionally blank. Real-Time Fluid Dynamics for Games / Jos Stam Representational AI Planning Techniques / Charles Martin Sandbox Strategy Learning in Sports Games / Jack van Ryswyck Scaling the Software Development Process: Lessons Learned From The Sims Online / Greg Kearney, Larry Mellon, Darrin West Simulation and Animation with Hardware-Accelerated Procedural Textures / Mark Harris, Greg James Spherical Harmonic Lighting: The Gritty Details / Robin Green Squeezing Every Last Drop Out of the PlayStation 2 / Matt Scott The Continuous World of Dungeon Siege / Scott Bilas The Technology of Jak & Daxter: Our Techniques for Realizing a Massively Detailed World / Stephen White
Tracks
| # | Type | Pregap | Length | Sectors |
|---|---|---|---|---|
| 01 | Data/Mode 1 | 00:00:00 |
67:44:06 |
304806 |
| Total | 67:44:06 |
304806 |
Files
| Filename | Size | CRC-32 | MD5 | SHA-1 |
|---|---|---|---|---|
Game Developers Conference - March 4-8, 2003 - San Jose, California - GDC Audio Proceedings (USA) (Programming).cue |
177 |
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Game Developers Conference - March 4-8, 2003 - San Jose, California - GDC Audio Proceedings (USA) (Programming).bin |
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Rings
| # | Mastering Code | Mastering SID | Mould SIDs | Offset | Comment | |
|---|---|---|---|---|---|---|
| 1 | -22 | inherited | ||||
| 2 | L0 | 30507MFG BY EVA-TONE INC, CLEARWATER, FL1023353ST1 | IFPI LL41 | ifpi 1M08 | -12 | |
| L1 | -12 |
PVD
| Contents | Date | Time | GMT | |
|---|---|---|---|---|
| Creation | 32 30 30 33 30 35 30 31 31 34 35 35 33 31 30 30 00 |
2003-05-01 |
14:55:31.00 |
+00:00 |
| Modification | 32 30 30 33 30 35 30 31 31 34 35 35 34 34 30 30 00 |
2003-05-01 |
14:55:44.00 |
+00:00 |
| Expiration | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |
0000-00-00 |
00:00:00.00 |
+00:00 |
| Effective | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |
0000-00-00 |
00:00:00.00 |
+00:00 |