Programming Track
Sessions | Speakers
JUST ANNOUNCED! Highlighted Sessions:
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Halo Wars: The Terrain of Next-Gen
Speaker(s): Colt McAnlis (Microsoft Ensemble Studios)
Overview: This session details the pros and cons of moving from a height-field terrain system to a full vector-field system that takes advantage of the Xbox 360 hardware. The lecture will include technical details of vertex and texture compression, LOD, streaming, cached texturing, and editing tools. Finally, the session will cover the strategies that didn’t work, and why. Read more... -
State-Based Scripting in Uncharted: Drake's Fortune and Uncharted 2: Among Thieves
Speaker(s): Jason Q. Gregory (Naughty Dog)
Overview: In this talk, attendees will be taken on an in-depth tour of Naughty Dog's State Scripting system -- a highly flexible, object-oriented, finite state machine based scripting environment -- focusing on how the system was used to implement a wide variety of real gameplay features in Uncharted: Drake's Fortune and our latest project, Uncharted 2: Among Thieves. Read more... -
The Light Pre-Pass Renderer -Renderer Design for Multiple Lights
Speaker(s): Wolfgang Engel (Rockstar Games)
Overview: This session offers a solution to the challenge of achieving a huge number of fully dynamic lights in a game. It features a new renderer design pattern named Light Pre-Pass renderer that opens up the door to having several hundred fully dynamic lights that are reflected by a wide variety of materials. Read more...
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As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development including: mature consoles, new handhelds, a highly competitive sales environment, and increased demand for very high production values in games.













