{"id":2583,"date":"2012-03-09T01:25:41","date_gmt":"2012-03-08T23:25:41","guid":{"rendered":"https:\/\/iguanademos.com\/Jare\/wp\/?p=2583"},"modified":"2012-04-08T08:32:44","modified_gmt":"2012-04-08T06:32:44","slug":"gdc-2012","status":"publish","type":"post","link":"https:\/\/iguanademos.com\/Jare\/wp\/?p=2583","title":{"rendered":"GDC 2012"},"content":{"rendered":"<p>[Edit]: The <a href=\"http:\/\/www.gdcvault.com\/free\/gdc-12\" target=\"_blank\">GDC Vault is now open<\/a> for business, with lots of slides and presentations. Meggan Scavio also had <a href=\"https:\/\/twitter.com\/#!\/megganpez\/status\/185857804324712448\" target=\"_blank\">good news on Twitter<\/a> about availability of free videos.<\/p>\n<p><!--more--><\/p>\n<p>Another Game Developers Conference I miss, but I&#8217;ll try to track as many presentations as I can:<\/p>\n<ul>\n<li><a href=\"http:\/\/www.andrewwillmott.com\/talks\/inside-glassbox\" target=\"_blank\">GlassBox, the new SimCity simulation engine<\/a> and <a href=\"http:\/\/www.youtube.com\/watch?v=CtZ7uDF48yY\" target=\"_blank\">some clips of the demos<\/a>, by \u00a0Ocean Quigley, Dan Moskowitz and Andrew Willmott<\/li>\n<li><a href=\"http:\/\/www.raphkoster.com\/2012\/03\/09\/gdc2012-slides-for-good-bad-great-design\/\" target=\"_blank\">Good, Bad, Great Design<\/a> by Raph Koster<\/li>\n<li><a href=\"http:\/\/www.darklorde.com\/2012\/03\/the-5-domains-of-play-slides\/\" target=\"_blank\">The 5 Domains of Play<\/a> by Jason VandenBerghe<\/li>\n<li><a href=\"http:\/\/www.scribd.com\/fullscreen\/84728657\" target=\"_blank\">Core Games, Real Numbers<\/a> by Kongregate<\/li>\n<li><a href=\"http:\/\/www.dtecta.com\/files\/GDC2012_vandenBergen_Gino_Math_Tut.pdf\" target=\"_blank\">Math for Game Programmers: Dual Numbers<\/a>\u00a0and\u00a0<a href=\"http:\/\/www.dtecta.com\/files\/GDC2012_vandenBergen_Gino_Physics_Tut.pdf\" target=\"_blank\">Physics for Game Programmers: Collision Detection<\/a> by Gino van den Bergen<\/li>\n<li><a href=\"http:\/\/chrishecker.com\/The_Dysfunctional_Three-Way\" target=\"_blank\">The Dysfunctional Three-Way<\/a> rant by Chris Hecker<\/li>\n<li><a href=\"http:\/\/www.bitsquid.se\/technology.html#papers\" target=\"_blank\">Cutting the Pipe: Achieving Sub-Second Iteration Times<\/a> by Niklas Frykholm<\/li>\n<li><a href=\"http:\/\/bitsquid.se\/technology.html#papers\" target=\"_blank\">Flexible Rendering for Multiple Platforms and Practical Particle Lighting<\/a> by Tobias Persson<\/li>\n<li><a href=\"http:\/\/engineroom.ubi.com\/deferred-radiance-transfer-volumes\/\" target=\"_blank\">Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3<\/a> by Mickael Gilabert and Nikolay Stefanov<\/li>\n<li><a href=\"https:\/\/docs.google.com\/file\/d\/0B0AdsFXmX1ORZEFJcVV2MDZRSGk4aEo4VmJzS01vUQ\/edit?pli=1\" target=\"_blank\">Frames, Sparsity and Global Illumination<\/a> by Robin Green and Manny Ko<\/li>\n<li><a href=\"http:\/\/www.youtube.com\/watch?v=_adMEEAtDwE\" target=\"_blank\">The Bleeding Edge of Open Web Tech<\/a> by Vincent Scheibn (video)<\/li>\n<li><a href=\"http:\/\/reedbeta.com\/gdc\/\" target=\"_blank\">Ambient Occlusion Fields and Decals in Infamous 2<\/a> by Nathan Reed<\/li>\n<li><a href=\"http:\/\/mainroach.blogspot.com\/2012\/03\/native-client-gdc.html\" target=\"_blank\">Porting your game to Native Client<\/a>, <a href=\"http:\/\/mainroach.blogspot.com\/2012\/03\/native-client-gdc.html\" target=\"_blank\">Best practices in developing a web game<\/a> and <a href=\"http:\/\/mainroach.blogspot.com\/2012\/03\/native-client-gdc.html\" target=\"_blank\">DXT is not enough! Advanced topics in texture compression<\/a> by Colt &#8220;MainRoach&#8221; McAnlis<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/bcousins\/when-the-consoles-die-what-comes-next\" target=\"_blank\">When The Consoles Die, What Comes Next?<\/a> by Ben Cousins<\/li>\n<li><a href=\"http:\/\/research.tri-ace.com\/Data\/GDC2012_PracticalPBRinRealtime.ppt\" target=\"_blank\">Practical Physically Based Rendering in Real-Time<\/a> by Yoshiharu Gotanda<\/li>\n<li><a href=\"http:\/\/robert.cupisz.eu\/2012\/light-probe-interpolation\/\" target=\"_blank\">Light probe interpolation<\/a> by Robert Cupisz<\/li>\n<li><a href=\"http:\/\/publications.dice.se\/\" target=\"_blank\">Terrain in Battlefield 3: A Modern, Complete and Scalable System<\/a> by Mattias Widmark<\/li>\n<li><a href=\"http:\/\/publications.dice.se\/\" target=\"_blank\">Stable SSAO in Battlefield 3 with Selective Temporal Filtering<\/a> by Louis Bavoil and Johan Andersson<\/li>\n<li><a href=\"http:\/\/publications.dice.se\/\" target=\"_blank\">Modular Rigging in Battlefield 3<\/a> by Johan Ramstr\u00f6m<\/li>\n<li><a href=\"http:\/\/www.youtube.com\/watch?v=XAqIpGU8ZZk\" target=\"_blank\">From Console to Chrome<\/a> by\u00a0Lilli Thompson (video)<\/li>\n<li><a href=\"http:\/\/www.insomniacgames.com\/gdc12-john-obrien-math-for-gameplay-and-ai\/\" target=\"_blank\">Math for Gameplay and AI<\/a> by John O\u2019Brien<\/li>\n<li><a href=\"http:\/\/www.insomniacgames.com\/gdc12-sean-ahern-it-stinks-and-i-dont-like-it-making-a-better-engine-experience-at-insomniac-games\/\" target=\"_blank\">It Stinks and I Don\u2019t Like It: Making a Better Engine Experience At Insomniac Games<\/a> by Sean Ahern<\/li>\n<li><a href=\"http:\/\/www.insomniacgames.com\/gdc12-drew-murray-culture-shock-user-research-on-resistance-3\/\" target=\"_blank\">What You Don\u2019t Know IS Hurting You: How Aggressive User Research Improved Resistance 3<\/a> by Drew Murray<\/li>\n<li><a href=\"http:\/\/www.insomniacgames.com\/gdc12-mike_acton-data-oriented-design-for-math\/\" target=\"_blank\">Data-Oriented Design for Math<\/a> by Mike Acton<\/li>\n<li><a href=\"http:\/\/www.essentialmath.com\/GDC2012\/GDC2012_JMV_Rotations.pdf\">Understanding Rotations<\/a> and <a href=\"http:\/\/www.essentialmath.com\/GDC2012\/GDC2012_JMV_Fluids.pdf\" target=\"_blank\">Fluid Techniques<\/a> by Jim Van Verth, who also maintains an <a href=\"http:\/\/www.essentialmath.com\/tutorial.htm\" target=\"_blank\">archive of math and physics materials<\/a> from this and past GDCs.<\/li>\n<li><a href=\"http:\/\/www.essentialmath.com\/GDC2012\/GDC_2012_Computational_Geometry_Rhodes_FINAL.zip\">Computational Geometry<\/a> by Graham Rhodes<\/li>\n<li><a href=\"http:\/\/developer.nvidia.com\/gdc-2012\" target=\"_blank\">Lots of stuff<\/a> from or sponsored by NVIDIA<\/li>\n<li><a href=\"http:\/\/code.google.com\/p\/box2d\/downloads\/detail?name=GDC2012_ErinCatto_Ragdolls.pdf\" target=\"_blank\">Diablo 3 Ragdolls<\/a> by Erin Catto<\/li>\n<li><a href=\"http:\/\/directtovideo.wordpress.com\/2012\/03\/15\/get-my-slides-from-gdc2012\/\" target=\"_blank\">Advanced Procedural Rendering in DirectX 11<\/a> by Matt Swoboda<\/li>\n<li><a href=\"http:\/\/www.stfj.net\/text\/2012\/03\/10\/controls-you-can-feel-putting-tactility-back-into-touch-controls\/\" target=\"_blank\">Controls You Can Feel<\/a> by Zach Gage<\/li>\n<li><a href=\"http:\/\/www.confettispecialfx.com\/slides-for-dynamic-global-illumination-system\" target=\"_blank\">Dynamic Global Illumination from many Lights<\/a> by Wolfgang Engel, Igor Lobanchikov and Timothy Martin<\/li>\n<li><a href=\"http:\/\/www.terathon.com\/gdc12_lengyel.pdf\" target=\"_blank\">Fundamentals of Grassman Algebra<\/a> by Eric Lengyel<\/li>\n<li><a href=\"http:\/\/crashworks.org\/gdc12\/GDC2012_Ruskin_Elan_DynamicDialog.pdf\" target=\"_blank\">AI-driven dynamic dialogue<\/a> by Elan Ruskin<\/li>\n<li><a href=\"http:\/\/tantalon.com\/pete\/files\/fastercpp.zip\" target=\"_blank\">Faster C++: Move Constructors and Perfect Forwarding<\/a> by Pete Isensee<\/li>\n<li><a href=\"http:\/\/developer.amd.com\/documentation\/presentations\/GPUTechnicalPublications\/Pages\/default.aspx\" target=\"_blank\">A bunch of stuff<\/a> from AMD<\/li>\n<li><a href=\"http:\/\/www.youtube.com\/watch?v=OLqk4aqpXlQ\" target=\"_blank\">Portal 2 Postmortem<\/a> by\u00a0Erik Wolpaw and Chet Faliszek (video)<\/li>\n<li><a href=\"http:\/\/theinstructionlimit.com\/cubes-all-the-way-down-igs-gdc\" target=\"_blank\">Fez Tech Postmortem<\/a> by Renaud B\u00e9dard<\/li>\n<li><a href=\"http:\/\/struct.ca\/share\/fun\/MattRix_LevelDesign_GDC2012.pdf\" target=\"_blank\">Trainyard: A level design post-mortem<\/a> by Matt Rix<\/li>\n<li>&#8230;<\/li>\n<li>plus many excellent writeups from <a href=\"http:\/\/www.gamasutra.com\/gdc-2012\/\" target=\"_blank\">Gamasutra<\/a> and <a href=\"http:\/\/www.sirlin.net\/\">Dave Sirlin<\/a><\/li>\n<li><a href=\"http:\/\/adrianboeing.blogspot.com.es\/2012\/04\/game-developers-conference-2012.html\" target=\"_blank\">Technical Summary<\/a> by Adrian Boeing<\/li>\n<li>and hopefully soon, lots of this and much more will be available in the <a href=\"http:\/\/www.gdcvault.com\/\" target=\"_blank\">GDC Vault<\/a><\/li>\n<\/ul>\n<p>This list is being updated all the time, so I&#8217;m not organizing the links yet, I just add them at the end to make it easier to find new additions since your last visit.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>[Edit]: The GDC Vault is now open for business, with lots of slides and presentations. Meggan Scavio also had good news on Twitter about availability of free videos.<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9,11],"tags":[23,24],"class_list":["post-2583","post","type-post","status-publish","format-standard","hentry","category-development","category-games","tag-gdc","tag-slides"],"_links":{"self":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts\/2583","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2583"}],"version-history":[{"count":10,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts\/2583\/revisions"}],"predecessor-version":[{"id":2585,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts\/2583\/revisions\/2585"}],"wp:attachment":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2583"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2583"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2583"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}