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Having survived day one of GDC Canadafilled with meeting great people and listening to excellent talks, the next day would even top my experience.
First, of course, I went to see the keynote by Bioware founders Dr. Ray Muzyka and Dr. Greg Zeschuk about their quest to fully engage a player emotionally in the 3d-spieleprobrammierung narratives they create.
Then, there was also this trailer, which was different and disturbing: I really enjoyed the presentation and also the topic does warrant a lot of research and got me really intrigued to look into this in more detail.
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Maybe even follow up on it with an article. After a brief lunch, it was then time for our ultimate panel on game metrics and biometrics empirical game research fueled by numberswhich was accumulating the 3d-spieleprogeammierung you see in the picture at the 3dspieleprogrammierung of this article.
Mike, Regan, Tad and Alessandro are all experts in their areas and we had a lot of fun putting this together and discussing it with the audience albeit maybe too brief for such a broad topic. I must say that this really was my highlight of the conferences.
The slides to this are here:. Following this, I tried to get my adrenaline down again for one last talk that I had un give on my research paper at Future Play called From Playability to a Hierarchical Game Usability Model. This theory allows some of my other research to be placed in context.
It was the shortest of the presentations I was giving, but nevertheless, you can find the slides here:. The 3d-spieleptogrammierung papers in this session about generative behavior patterns and measuring gaming preferences were also really interesting.
The day ended with too much rain, but lots of good feelings. So, I close with acknowledging that Canada is an excellent environment for developing games and Vancouver is a great place to have a conference. I hope to be able to come back in the future.
Mike, Tad, Regan, Alessandro, Lennart. Read about day one. Game Metrics and Biometrics: RenRen Twitter Facebook Reddit.