Contents
Overview PDF
Audio:
Advanced Real-Time Rendering: Beyond Reflectance / Dan Baker, Naty Hoffman, Peter-Pike Sloan
Advanced Stencil Shadow and Penumbral Wedge Rendering / Eric Lengyel
The Age of Empires 3 Graphics Engine / Dave Pottinger, Michael Bean
AI For Adaptive Opponents, Teammates and NPCs / Michael van Lent
The BREW Bag of Tricks / Guido Henkel
A Case for Message Passing Architectures / Dave Weinstein
CELL: A New Platform for Digital Entertainment / Dominic Mallinson, Mark DeLoura
Content Management for Halo 2 and Beyond / Mat Noguchi
Continuous Collision Detection of General Convex Objects Under Translation / Gino van den Bergen
The CTOs Talk / Adam Billyard, Chris Satchell, Ned Lerner, Paul LeFevre, Scott Cronce
Data-Driven Programming Made Easy / Eric Malafeew
Dynamic Waypoints, Object Grouping, and Optimal Cover Positions: Making NPCs Navigate and Hide Behind Common Collidables / Michael Delp
Effective Use of OpenMP in Games / Pete Isensee
Efficient Proximity Mapping in Highly Dynamic Environments (English) / Andrea Pessino
Efficient Proximity Mapping in Highly Dynamic Environments (Japanese) / Andrea Pessino
EyeToy: AntiGrav - Tales of Woe / Eran Egozy
Fast, Yet Still Realistic Deformation and Fracture Creation / James O'Brien
Game Technology and Content Creation for the Next Generation / Tim Sweeney
Killzones AI: Dynamic Procedural Combat Tactics / Arjen Beij, William van der Sterren
Managing Complexity in the Halo 2 AI System / Damian Isla
Methods for Motion Databases: Automated Search and Parameterization / Lucas Kovar, Michael Gleicher
Moving Beyond Ragdolls: Generating Versatile Human Behaviors by Combining Motion Capture and Controlled Physical Simulation / Michael Mandel
New Simulation Architectures and Algorithms For Games Physics / Michael Lin
Numerical Robustness for Geometric Calculations / Christer Ericson
Optimized Data Design on Consoles / Mike Acton
An Orwellian Approach to AI architecture / Igor Borovikov
Parachute Pants and Denim Dresses: Taking Real-Time Cloth Beyond Curtains / Andrew Meggs
Physics in Parallel: Simulation on 7th Generation Hardware / David Wu
The Picture Worth a Thousand Bugs: A System for Rigging Complex Game Missions / Bruce Oberg
Practical Implementation of SH Lighting and HDR Rendering on PlayStation 2 / Tatsuya Shoji, Yoshiharu Gotanda
PSP Launch Postmortem: A Tale of Two Titles / Aaron Ondek, Brian Osman, Matt Conte
Recreating the LAN Party Online: The Networking and Social Infrastructure of Halo 2 / Bart House, Chris Butcher
Scripting and Sims2: Coding the Psychology of Little People / Jake Simpson
Spider-man 2 DS Launch: Double the Screens! Half the Dev Cycle / Brent Gibson, Jan-Erik Steel
Tone Reproduction in Real-Time Rendering Environments / Erik Reinhard, Sumanta Pattanaik
Understanding the Player: Natural Language Processing for Games / Andrew Stern, Michael Mateas
Using a Goal/Action Architecture to Support Modularity and Long-Term Memory in AI Behaviors / John Abercrombie, Marc Atkin
Virtual Humans: Using Advanced AI to Create Characters that Think, Talk and Feel / Patrick Kenny
What About Flash? Can You Really Make Games With It? / Scott Bilas
Why You Should Have Paid Attention in Multivariable Calculus / Chris Hecker
You're Looking for What? Fuzzy Searches and Tag Databases / Chris Carollo
Vision:
Gameplay Moves Forward into the 21st Century / Peter Molyneux
The Japanese Game Industry: Past, Present, and Future (English) / Kenzo Tsujimoto
The Japanese Game Industry: Past, Present, and Future (Japanese) / Kenzo Tsujimoto