Programming

Software Engineering and Game Design

Track

Programming

Presenters

Time

Saturday September 2, 2006, 1:00 pm – 2:00 pm

Format

Lecture

Keywords

As technologies evolve, the set of basic skills required of game designers also evolve. Similarly, as games are changing from being one-offs to being multi-version, multi-platform, multi-user distributed games, the need for strong software engineering skills has become obvious. This panel will explore what they feel software engineers specializing in game design need to know.

Real-Time Non- Photorealistic Rendering Techniques

Track

Programming

Presenters

Time

Saturday September 2, 2006, 10:00 am – 11:00 am

Format

Lecture

Keywords

With recent enhancements in modern hardware, we have seen the rise of real-time visual effects scenarios that rival the realism of traditional offline rendering. Techniques such as parallax and relief texture mapping have created the illusion of increased depth complexity and three dimensional surface details without the need for extraneous geometry. However, these enhancements have yet to be seriously applied to the field of non-photorealistic rendering which is becoming a widely accepted form of visual representation in games.

The Technology Behind FUEL

Track

Programming

Presenters

Time

Friday September 1, 2006, 3:00 pm – 4:00 pm

Format

Lecture

Keywords

Description.

Developing "Hegemony: Philip of Macedon"

Presenters

Time

Friday September 1, 2006, 3:00 pm – 4:00 pm

Format

Lecture

Keywords

Description.

Programming Roundtable

Track

Programming

Presenters

Time

Saturday September 17, 2005, 12:00 pm – 1:00 pm

Format

Roundtable

Keywords

An informal peer discussion on current issues and future developments in programming and related disciplines as they apply to the (independent) game developer.

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