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Core Techniques and Algorithms in Game Programming My new book, published in September 2003 by New Riders. Meant to be the core textbook for people pursuing degrees in game programming, as well as professional game developers looking for a solid, academic reference. Dimensions of Play Article on how gameplay can be classified in three dimensions, and how games can be characterized by them. Tries to approach gameplay from a mathematical perspective, to better understand its internal properties. Inexpensive Underwater Caustics in Cg At artFutura 2002 I presented a technique to compute underwater caustics quickly. The technique drew attention from NVIDIA engineers, who helped code a Cg implementation, which is covered in detail in this excellent Gamasutra paper. It's a (complex) game world At the Game Developer's Conference Europe 2002 I realized how mathematical complexity is slowly finding its way to mainstream computer games. The article was published, as usual, in Gamasutra. Science Imitates Nature at GDC The trend at GDC'2002 was (in my opinion) organic nature rendering: trees, oceans, grass. This article was written on-site at the show and is meant to be a survey of nature rendering methods for programmers. Published in Gamasutra. The Birth of a Game Studio (I): Humble Beginnings First installment on my column on creating an indie studio. Covers background, product design, theme, workflows, etc. Published in 2001 in Gamasutra The Birth of a Game Studio (II): Goin' Places, Meetin' People Second installment on my column on creating an indie studio. Covers public relations, trade shows, etc. Published in 2001 in Gamasutra Learn Faster to Play Better A lengthy article analyzing game usability & user interfaces. Some ideas presented here have later appeared in games like "The Sims". Published in 1999 in Gamasutra. Siggraph'2000 Review Siggraph'2000 review article. Here I outlined the trend (proven correct with the time) towards hardware shaders, and real-time rendered movies, interactive movies, etc. Was featured in the front page of OpenGL.org. Siggraph'99 Review Siggraph'99 review article. Months before 3dfx's collapse this article already points into that direction due to wrong technology choices. Published in 1999 in Gamasutra. |
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All contents Copyright 2000-2002 Daniel Sánchez-Crespo Read my Terms of Use |
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