The Game Developers Conference 2003 Programming Track

Successful game programmers develop robust systems and solid core technologies, enabling designers and artists to create new experiences that push the envelope technically and artistically. The Programming Track examines the intricacies of implementing complex systems as well as management of the interactions between those systems.

50 sessions including:

Hardware and Pipeline Optimization in Panzer Dragoon Orta
Takashi Atsu, Smilebit

Spherical Harmonic Lighting: The Gritty Details
Robin Green, Sony Computer Entertainment America

High Dynamic Range Imagery and Image-Based Lighting
Paul Debevec, USC Institute for Creative Technologies

The Technology of Jak & Daxter
Stephen White, Naughty Dog

Optimized Stenciled Shadow Volumes
Mark Kilgard, Nvidia

Beyond Bouncing Boxes: The Physics of Things that Bend and Break
Jeff Lander, Darwin 3D & James O'Brien, University of Berkeley

Memory Optimization
Christer Ericson, Sony Computer Entertainment America

Real-Time Fluid Dynamics for Games
Jos Stam, Alias/Wavefront

Displacement Mapping
Michael Doggett, ATI Research & Tom Forsyth, Mucky Foot

Register now.

Saw something? Send a tip

The archive ran on reader tips. What did you see, where, and do you want the credit?

Read by the editor. Never published without your say.

More in Events · This month in the archive