Game Developers Conference: San Jose, CA: March 24-26, 2004: GDC Audio Proceedings (Programming)

Disc

SystemIBM PC compatible
MediaCD
CategoryAudio
Region USA
Language English
EditionOriginal
Errors0

Dump

Status 🔵 Unverified
Added2024-12-23 10:34
Modified2024-12-23 10:34
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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 Applications: Acrobat Reader Quicktime Audio: A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development / John Carmack Adding Spherical Harmonic Lighting to the Sushi Engine / Christopher Oat Advanced Real-Time Reflectance / Dan Baker, Naty Hoffman, Peter-Pike Sloan AI and Design: How AI Enables Designers / Brian Reynolds AI: Gameplay & Design: A Marriage of Heaven or Hell? / Jonty Barnes, Peter Molyneux Artificial Potential Fields for the Control of Navigation and Animation / Bryan Stout Beyond Finite State Machines: Managing Complex, Intermixing Behavior Hierarchies / Andrew Stern, Michael Mateas Building a Million Particle System / Lutz Latta Common C++ Performance Mistakes in Games / Pete Isensee Deferred Shading on DX9 Class Hardware and the Xbox / Matt Pritchard, Rich Geldreich Destruction on a Diet / Bruce Woodard, John Crocker Developing Wireless Location-Based Games / Jay Aguilar Fast Yet Realistic Deformation and Fracture / James O'Brien Game Mobility Requires Code Portability / Guido Henkel High Dynamic Range Lighting / Paul Debevec Integrating Physics into a Modern Game Engine / Brandon Moro Lemke's Algorithm, The Hammer In Your Math Toolbox? / Chris Hecker Light Scattering: Oh, that Looks Cool! Can we Have it in the Game, Real Quick? / Thomas Engel Motion Capture-driven Simulation for Characters / Victor Zordan Motion Synthesis / Okan Arikan Practical Implementation of High Dynamic Range Rendering / Masaki Kawase Practical Physics for Articulated Characters / Vangelis Kokkevis Practical Shadows: Out of the Demo and Into the Engine / Tom Forsyth Procedural Shaders: A Feature Animation Perspective / Arcot Preetham, David Hart, Hector Yee Programming the PlayStation Portable (PSP) / Dave Coombes, Peter Young Real World Multi-Threading in PC Games / Aaron Coday, Maxim Perminov, William Damon Realistic and Fast Cloud Rendering in Computer Games / Niniane Wang Real-Time Global Illumination / Eskil Steenberg Real-Time Translucent Animated Objects / Greg James, Simon Green Reusing Shading for Interactive Global Illumination / Bruce Walter, Kavita Bala Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of Articulated Characters / Victor Ng-Thow-Hing The Collection and Applications of Metrics in an MMP Game: Lessons Learned from The Sims Online / Larry Mellon The Full Spectrum Warrior Camera System / John Giors The Making of the Official Counter-Strike Bot / Michael Booth The Physics-Sound System of Deus Ex: Invisible War and Thief 3 / Brian Sharp True Crime: Streets of L.A.- Bringing Crime to the City of Angels / Jeff Lander, Nick Marks, Richard Yeh Using Verlet Integration and Constraints in a Six Degree of Freedom Rigid Body Physics Simulation / Rick Baltman, Ron Radeztsky Jr GENERAL INTEREST KEYNOTES: Encouraging Innovation in Game Development / Andrew House Getting to the Game / Robbie Bach, J Allard

Rings

# Mastering Code Mould SID(s) Offset
1 1028138ST1 MFG BY EVATONE INC ifpi 1M09 -12

PVD

Record / EntryContentsDateTimeGMT
Creation 32 30 30 34 30 37 30 38 31 37 30 36 33 33 30 30 00 2004-07-08 17:06:33.00 +00:00
Modification 32 30 30 34 30 37 30 38 31 37 30 37 31 32 30 30 00 2004-07-08 17:07:12.00 +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

Files

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