GDC2017 のセッションのメモ
- GDC2017 で気になるセッションを取り上げてみました.
ツール
- 'Ghost Recon Wildlands': Terrain Tools and Technology
- Creating a Tools Pipeline for 'Horizon: Zero Dawn'
- Getting Productivity from Play: How Ubisoft Is Making Better Tools by Using a Familiar Resource
グラフィクス
- 'Destiny' Shader Pipeline
- Rendering Low LOD Cars at Lightning Speed in 'Forza Motorsport 6'
- Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of 'Forza Horizon 3'
- Achieving High-Quality, Low-Cost Skin: An Environment Approach
プログラマ向け
- FrameGraph: Extensible Rendering Architecture in Frostbite
- The Illusion of Motion: Making Magic with Textures in the Vertex Shader
- Efficient Texture Streaming in 'Titanfall 2'
- GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
- Developing High Performance Games for Different Mobile VR Platforms
- Player Traversal Mechanics in the Vast World of 'Horizon: Zero Dawn'
物理
- Physics Animation in 'Uncharted 4: A Thief's End'
- The Science of Off-Roading: 'Uncharted 4's' 4x4
アニメーション
- Geometry Caching Optimizations
AI
- Helping it all Emerge: Managing Crowd AI in 'Watch Dogs 2'
- Can You See Me Now?: Building Robust AI Sensory Systems
- EA Presents N-Man: Next Generation Multi-Character Interactions
- Tree's Company: Systemic AI Design in 'Just Cause 3'
データ作成
- Character Pipeline and Customization System for 'Far Cry Primal'
- Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
オーディオ
- 'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics