- GDC 2010 참관 스케줄
- 분류없음
- 2010/03/04 01:31
- GDC, GDC 2010, GDC2010
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보시면 아시겠지만, 중복이 좀 있는데, 아직 무엇을 들을지 확정짓지 못한 것들입니다. ^^
흥미로운 세션들이 많군요. 기대됩니다.
March 9-13, 2010
San Francisco, CA
Moscone Center
* 이 포스트는 blogkorea [블코채널 : 웹, 컴퓨터, it에 관련된 유용한 정보 및 소식] 에 링크 되어있습니다.
흥미로운 세션들이 많군요. 기대됩니다.
March 9-13, 2010San Francisco, CA
Moscone Center
| Session Title | Date | Start Time | End Time | Location |
| Advanced Visual Effects with Direct3D | 2010-03-09 | 10:00:00 | 18:00:00 | Room 301, South Hall |
| Intel Game Performance Workshop (Presented By Intel) | 2010-03-10 | 10:00:00 | 18:00:00 | Room 120, North Hall |
| Designing for Performance, Scalability & Reliability: StarCraft II's Approach | 2010-03-11 | 09:00:00 | 10:00:00 | Room 306, South Hall |
| C++ is a Bad Language for Game Development - What Should Replace it? | 2010-03-11 | 10:30:00 | 11:30:00 | Room 120, North Hall |
| Data is a Four-Letter Word | 2010-03-11 | 10:30:00 | 11:30:00 | Room 131, North Hall |
| Physics Meets Animation : Character Stunts in Just Cause 2 | 2010-03-11 | 13:30:00 | 14:30:00 | Room 132, North Hall |
| OpenGL - Featuring WebGL | 2010-03-11 | 15:00:00 | 16:00:00 | Room 123, North Hall |
| The Asset pipeline for Just Cause 2: Lessons learned | 2010-03-11 | 15:00:00 | 16:00:00 | Room 131, North Hall |
| Concrete Practices to be a Better Leader | 2010-03-11 | 16:30:00 | 17:30:00 | Room 305, South Hall |
| Agile: No Silver Bullet | 2010-03-12 | 09:00:00 | 10:00:00 | Room 303, South Hall |
| Animation Warping for Responsiveness in FIFA Soccer | 2010-03-12 | 13:30:00 | 14:30:00 | Room 304, South Hall |
| Technical Issues in Tools Development | 2010-03-12 | 13:30:00 | 14:30:00 | Room 120, North Hall |
| Zero to Millions: Building an XLSP for Gears of War 2 | 2010-03-12 | 15:00:00 | 16:00:00 | Room 303, South Hall |
| APB: Creating a Powerful Customisation System for a Persistent Online Action Game | 2010-03-12 | 16:30:00 | 17:30:00 | Room 135, North Hall |
| Task-based Multithreading - How to Program for 100 cores | 2010-03-12 | 16:30:00 | 17:30:00 | Room 300, South Hall |
| Three Big Lies: Typical Design Failures in Game Programming | 2010-03-13 | 09:00:00 | 10:00:00 | Room 125, North Hall |
| Texture compression in real-time, using the GPU | 2010-03-13 | 10:30:00 | 10:55:00 | Room 132, North Hall |
| R-Trees -- Adapting out-of-core techniques to modern memory architectures | 2010-03-13 | 11:05:00 | 11:30:00 | Room 132, North Hall |
| The Implementation of Rewind in Braid | 2010-03-13 | 11:05:00 | 11:30:00 | Room 130, North Hall |
| Animation and Player Control in Uncharted: Drake's Fortune and Uncharted II: Among Thieves | 2010-03-13 | 13:30:00 | 14:30:00 | Room 135, North Hall |
| The Rendering Tools and Techniques of Splinter Cell: Conviction | 2010-03-13 | 13:30:00 | 14:30:00 | Room 303, South Hall |
| Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven Scheduler | 2010-03-13 | 15:00:00 | 16:00:00 | Room 304, South Hall |
| Uncharted 2: HDR Lighting | 2010-03-13 | 15:00:00 | 16:00:00 | Room 305, South Hall |
* 이 포스트는 blogkorea [블코채널 : 웹, 컴퓨터, it에 관련된 유용한 정보 및 소식] 에 링크 되어있습니다.








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