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GDC 2015 Papers

I’ll post here and update all the GDC2015 papers I found.


Vulkan API and

OIT to Volumetric Shadow Mapping, 101 Uses for Raster Ordered Views using DirectX 12

AMD GDC presentations

PowerVR Presentations


Great Management of Technical Leads


Math for Game Programmers: Inverse Kinematics Revisited

Game Math Case Studies

SIMD at Insomniac Games

Physics Tutorial

Sparse Fluid Simulation


Mesh Cutting in Farming Simulator 15

Networking for Physics Programmers (858Mb)

How to Prioritize When Everything is Pri1

Advanced Visual Effects in 2D Games

Rules of the Game - Five Tricks of Highly Effective Designers

Code Clinic : How to write code the compiler can actually optimize

Design in Sunset Overdrive

Rendering the world of Far Cry 4

Procedural Level design in Eldritch

Mobile Devices as Dev Platform In Broken Age

The Play of Stillness

Interior design and games

Game Studio Management: Making It Great


Adaptive Audio for Mobile

The art of Firewatch

The Design in Narrative Design

Gameplay and AI networking in Assassin’s Creed Unity

Adaptive Virtual Texture Rendering in Far Cry 4

No More Excuses, Your Guide to Accessible Design

AI Summit

Steve Rabin - JPS+ now with Goal Bounding: Over 1000x Faster than A* and Simplest AI Trick in the Book

Deep Gabe: Machine Learning from Steam Data with Neural Network

PR/analytics & Monetization

Community Management in the Culture Wars

Don’t Call Them Whales: F2P Spenders and Virtual Value

Designed to Win: How to Monetize Users & Enhance Experience in Your Game

The need for speed(funding startups)

Creating a Community Plan the Easy Way

Low-latency Multiplayer Gaming with AWS

10 Killer Insights

Building a Recommendation System for EverQuest Landmark’s Marketplace

Video Talks

Advanced DirectX12 Graphics and Performance

The Future of Gaming Across the Microsoft Ecosystem

Destiny: Six Years in the Making

Remaking the Art of Halo 2 for Xbox One - GDC 2015

Creating the Open World Kite Real-Time Demo


Carmack’s keynote

VR Direct: How NVIDIA Technology Is Improving the VR Experience

Advanced VR Rendering


Unity 5 Graphics Smörgåsbord

Parallelizing the Naughty Dog Engine

Optimizing key parts of the DUNIA PIPELINE

Paradox Engine:

  • An overview of Paradox: A brieft introduction of what is Paradox, the new features and what is coming next (Download linkhere)
  • Advanced Rendering: Some details about the new Material System, the Post Effects API and Scene Rendering Compositor(Download link here)
  • Beyong Uber Shaders: A sneak peek about the Paradox Shading Language (Download link here)
Thanks Channie, Seb Lagarde, Rafael Cacique, Dragan Okanovic.

2 commentaires pour “GDC 2015 Papers”

  1. divide dit :

    Merci, et bien vu pour Vulkan (ex-glNext).
    La GDC devrait s’inspirer un peu plus du modèle Siggraph niveau partage…

  2. divide dit :

    RoadToVR a pu voir la fin de la conf Vulkan, on apprend au moins un truc: Vulkan sera supporté sur le hardware qui supporte OpenGL 4.1 (à partir de la GeForce 4xx et Radeon HD 5xxx donc).

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