We are just one week from the GPU Technology Conference and two weeks from the Game Developers Conference.
While each conference has unique content, we are offering two
high-value presentations at both conferences, in case you can only
attend one.
Porting Source To Linux: Valve’s Lessons Learned
• GTC: Thursday, March 21st, San Jose Convention Center, Marriott Ballroom 4,
2:00 PM – 2:50 PM
• GDC: Thursday, March 28th, Moscone Center, West Hall, Room #2002,
1:00 PM – 2:00 PM
John McDonald, Sr. Software Engineer, NVIDIA
Rich Geldreich, Software Engineer, Valve Software
Sam Lantinga, Software Engineer, Valve Software
Rich Geldreich from Valve Software and John McDonald from NVIDIA will give an in-depth guide to porting games to Linux. This extremely technical discussion will focus on tool alternatives on Linux, OS issues and pitfalls, and a detailed examination of porting from Direct3D to OpenGL. If you’re a DirectX game developer looking to move your game into the Linux or mobile space, this code-heavy presentation will offer you a goldmine of knowledge.
Post Mortem: GPU Accelerated Effects In Borderlands 2
• GTC: Thursday, March 21st, San Jose Convention Center, Marriott Ballroom 4,
4:00 PM – 4:50 PM
• GDC: Thursday, March 28th, Moscone Center, West Hall, Room #2002,
11:30 AM – 12:30 PM
Dane Johnston, Technical Artist, NVIDIA
James Sanders, Director of Visual FX, Gearbox
Borderlands 2 released to critical acclaim on September 18th, 2012 and showcased a wide variety of NVIDIA CUDA®-accelerated GPU effects. This session will dive into the exact effects that were featured and their benefits to the visual fidelity of the gamer experience. Side-by-side examples of how GPU-accelerated effects are changing the gaming landscape will be demonstrated. Further examinations into the production process and effects creation will also be explored. One feature that will be examined in detail are fluid effects and how they were implemented. The fluid effects in Borderlands 2 was an improved version of the lessons learned from the Alice 2 game. Attendees may find reading this article useful prior to attending the presentation: https://developer.nvidia.com/ content/fluid-simulation- alice-madness-returns
How to Sign Up
For GTC, it’s still not too late to take advantage of the 10% discount for the one-day pass or the full conference, just use code GM10ND when you register today.
For GDC, one week after GTC, our sponsored sessions are free for all attendees that have paid for a conference pass.
Porting Source To Linux: Valve’s Lessons Learned
• GTC: Thursday, March 21st, San Jose Convention Center, Marriott Ballroom 4,
2:00 PM – 2:50 PM
• GDC: Thursday, March 28th, Moscone Center, West Hall, Room #2002,
1:00 PM – 2:00 PM
John McDonald, Sr. Software Engineer, NVIDIA
Rich Geldreich, Software Engineer, Valve Software
Sam Lantinga, Software Engineer, Valve Software
Rich Geldreich from Valve Software and John McDonald from NVIDIA will give an in-depth guide to porting games to Linux. This extremely technical discussion will focus on tool alternatives on Linux, OS issues and pitfalls, and a detailed examination of porting from Direct3D to OpenGL. If you’re a DirectX game developer looking to move your game into the Linux or mobile space, this code-heavy presentation will offer you a goldmine of knowledge.
Post Mortem: GPU Accelerated Effects In Borderlands 2
• GTC: Thursday, March 21st, San Jose Convention Center, Marriott Ballroom 4,
4:00 PM – 4:50 PM
• GDC: Thursday, March 28th, Moscone Center, West Hall, Room #2002,
11:30 AM – 12:30 PM
Dane Johnston, Technical Artist, NVIDIA
James Sanders, Director of Visual FX, Gearbox
Borderlands 2 released to critical acclaim on September 18th, 2012 and showcased a wide variety of NVIDIA CUDA®-accelerated GPU effects. This session will dive into the exact effects that were featured and their benefits to the visual fidelity of the gamer experience. Side-by-side examples of how GPU-accelerated effects are changing the gaming landscape will be demonstrated. Further examinations into the production process and effects creation will also be explored. One feature that will be examined in detail are fluid effects and how they were implemented. The fluid effects in Borderlands 2 was an improved version of the lessons learned from the Alice 2 game. Attendees may find reading this article useful prior to attending the presentation: https://developer.nvidia.com/
How to Sign Up
For GTC, it’s still not too late to take advantage of the 10% discount for the one-day pass or the full conference, just use code GM10ND when you register today.
For GDC, one week after GTC, our sponsored sessions are free for all attendees that have paid for a conference pass.
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