Presentationer från GDC 2008

Fick precis reda på att flera av de presentationer som Microsoft bidrog med under GDC 2008 (Game Developers Conference) nu finns publicerade för nedladdning, jag har inte själv hunnit plocka hem allt material men det finns så oerhört mycket intressant material så jag kan inte vänta, varför finns det så mycket att göra och så lite tid...

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XAudio2 - Audio Building Blocks For The Future
Speaker: Brian Schmidt
Game audio has evolved well beyond simple wave-file playback with 3D positioning. Now, a great sounding game needs programmable DSP effects, submixing of sounds, surround processing and more. XAudio 2 is the new low-level audio API for Xbox 360 and Windows, providing these features and more through a highly efficient software mixing engine. XAudio 2 supplants DirectSound on Windows and XAudio on Xbox 360, allowing you to write code that is easily portable between Xbox 360 and Windows. This session will cover the XAudio 2 architecture and XAudio 2 features. It will also show programming examples for solutions such as occlusion and environmental modeling, how 3D is implemented and its use of data compression.

XDK Update GDC 2008
Speaker: Cameron Egbert
Microsoft continues to add exciting new features and tools to the Xbox 360 XDK. Recent additions include XAudio2, XMCore, APIMon, PGOLite, and /Analyze support. This presentation provides an overview of these new features and discusses best practices for how they can be utilized to create great games.

XNA Game Studio 2.0 for Xbox LIVE Arcade
Speaker: Mitch Walker
One question resounds as more and more developers discover the productivity gains from XNA Game Studio. How do you make money from the games you create? This talk offers a sneak peek into the XNA Arcade Extensions to Game Studio 2.0 along with details of how professional developers can take advantage of XNA Game Studio to produce commercial games.

Understanding XNA Framework Performance
Speaker: Shawn Hargreaves
This talk is for programmers who want to understand how the XNA Framework works on Xbox 360, and the implications for writing high-performance code. The talk explains when and why the framework transitions between the Xbox user and supervisor modes, and why should you care. The talk also presents best practices for writing efficient graphics and math code, how to use multiple cores to parallelize your game, and which XNA Framework APIs can be called while doing so. Finally, the talk demonstrates what tools are available for investigating performance on Xbox 360, and how Windows tools can help you understand Xbox 360 performance issues.

The Evolving Windows Gaming Platform
Speaker: Chuck Walbourn
The Windows platform must keep with the times, and gamers drive the bleeding edge of the technology curve. This presentation covers recent developments in the Windows platform for games with Windows Vista Service Pack 1, Direct3D 10.1, and the on-going 64-bit technology transition as well as strategies for coping with and moving beyond the long-standing 2 GB memory barrier.

Performance Tools Update
Speaker: David Cook
Everybody’s favorite profiler Pix has gotten even better. Hear about the new additions, including continuous capture, Dr. Pix warnings, optical drive monitoring, and more. Learn how to use Pix to investigate performance spikes, detect anomalies, and improve load times.

Networking with the XNA Framework
Speaker: Shawn Hargreaves
Playing games by yourself can be fun, but it’s far better when you can play with others, whether cooperatively or head-to-head. Creating multiplayer games using XNA Game Studio, however, requires networking support in the XNA Framework for both Windows and Xbox 360. And that support simply wasn’t there…until now! With the release of XNA Game Studio 2.0, we have augmented the XNA Framework to include support for networked games. Come learn about networking in the XNA Framework, what is supported and what’s not, and how you can enable multiplayer support in your games.

Getting More From Multicore
Speaker: Ian Lewis
Multithreaded programming doesn’t seem as hard as it used to, but it’s still challenging to wring the greatest amount of performance out of multiple processor cores. From experience with multiple game developers and Microsoft’s internal SDK teams, we’ve found a set of best practices to follow, as well as some common techniques that are best avoided. We’ll present tips and tricks for getting the most out of multiple processors on Windows and Xbox 360, and discuss new Microsoft technologies that can help make high-performance multicore programming a little easier.

Games for Windows - LIVE Just the Facts
Speaker: Ray Thompson
With Games for Windows – LIVE, Microsoft is extending the Xbox LIVE® gaming and entertainment network to Windows. Learn about the features and find out the basics. This presentation will help you understand what it takes to ship a basic single-player game, and also help you understand the differences between the platforms as you move a game from Xbox 360 to Windows.

CLR Performance
Speaker: Frank Savage
This talk is for those who want to understand the inescapable performance consequences of the managed programming method: the things you cannot avoid and the things you can. Comparing and contrasting the consequences for the .NET Compact Framework and the classic .NET runtime, the talk explains the reasons for these overheads, the benefits they provide, and what practices minimize the associated costs. Additionally, we discuss some commonly occurring costs, such as boxing, that aren’t inherent to all managed code, and we offer some tips for minimizing those costs.

D3D10 - Getting from 0 to 60 Hz
Speaker: Kevin Gee
Learn about performance tools and best practices for driving the DirectX 10 renderer in your game from XNA Developer Connection's experiences in the trenches. This talk identifies common issues from developing high-end graphics experiences on Windows Vista using DX10 and outlines approaches to mitigate those issues.

Extending the Content Pipeline
Speaker: Frank Savage
The XNA Framework Content Pipeline allows developers to use Visual Studio to build their art into resources for use with the XNA Framework and XNA Game Studio. This talk covers how to create new importers and processors using C# to extend the functionality of the Content Pipeline as well as how to debug these importers and processors using XNA Game Studio. We go in-depth into the creation of the code for the importers and processors and do hands-on debugging of the resulting processor and importer to give the audience a clear idea of how to work with and extend the Content Pipeline.

Advanced Debugging with Managed Code
Speaker: Matthew Picoccio
XNA Game Studio offers a robust debugging experience that can greatly enhance a developer’s ability to investigate a game as it runs. Developers of managed games have many debugging techniques at their disposal, but not all of them are self-evident. This talk covers advanced debugging techniques useful to game developers, including demonstrations of powerful IDE debugger features and other tools provided by Microsoft.