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Features

GDC Europe 2003
Proceedings Archive
Adapting Splinter Cell: From the Xbox to the PS2
Julien Merceron
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A Dozen Ways to Make Your Game Better
Phil Scott
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Bigger Bang with Fewer Sprites
Tristan Lorach
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Building Long-Lasting Tools
Achim Stremplat
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Character Rigging and Weighting Issues
Paul Steed
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Cross Media Mobile Games – SMS TV & Gaming
Ashley Smith
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Developing Expansion Products for Successful PC Franchises
Jeff Morris
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Displacment Mapping & Advanced Shading Techniques Using Spherical Harmonies for Games
Tom Forsyth
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Efficient High-Level Shader Development
Natalya Tatarchuk
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Game Design Patterns
Staffan Bjork and Jussi Holopainen
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Getting Your Getting Your Groove: Step-by-Step Performance Profiling
Juan Guardado
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Graphics Performance Optimisation
John Spitzer
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IGDA Academic Summit
Helen Kennedy
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Intelligent Resource Processing
Ben Carter
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Mobile Games: Trends from Japan
David Collier
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Optimal Shaders Using High-Level Languages
Nvidia Staff
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Practical Issues in Implementing Mobile Multiplayer Games
Aleta Ricciardi
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Real-Time Procedural Effects
John Spitzer
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Squeezing the Interactivity Out of a License
Tony Van
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The Elegance of Brute Force
Kurt Akeley
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The Way Its Meant To Be Published
Nvidia Staff
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Venus & Vulcan - Secrets of the NVIDIA Demo Team
Nvidia Staff
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