Your brain will explode from information overload…


“This material represents thousands of man-hours of work, and was presented during last month’s Gamefest 2006 conference (when we announced XNA Game Studio Express).

Good news: These content files represent a colossal amount of up-to-date knowledge, delivered right to your computer. Your brain might explode from the information overload, but you’ll die happy. (FYI: Most of the content is PPT slide decks and audio recordings. You’ll have to page the deck yourself as you listen. There are also a few movie demos and a couple of white papers)

Bad news: These are big honking files. Some exceeding 500Mb. Don’t say I didn’t warn ya.”

Gamefest 2006: Graphics Track

  • Introduction to Direct3D 10: Coming to a PC Near You
  • Using Direct3D 10: Getting the Most from Your Direct3D 10 Engine
  • Effects 10: Driving the New Effects System
  • Exploiting Direct3D 10: Advanced Techniques Using Direct3D 10
  • Advanced Lighting and More from Microsoft Research
  • Xbox 360 Direct3D and GPU Performance Update
  • HLSL Shader Compiler Update for Xbox 360 and Windows
  • Under the Hood: Revving Up Shader Performance
  • Seven Ways to Skin a Mesh: Character Skinning Revisited for Modern GPUs
  • HDR the Bungie Way
  • Cross-Platform Graphics Engine Development

Gamefest 2006: Windows and Xbox 360 System Programming Track

  • Designing Multi-Core Games: How to Walk and Chew Bubblegum at the Same Time
  • Multi-Core Memory Coherence: The Hidden Perils of Sharing Data
  • Sublime C++ for Games
  • Games as Malware: Why Security is Your Problem Too
  • Hardening the Box: The Xbox 360 and Windows Vista Security Models
  • Supercharging I/O: Hard Disk, DVD, and Memory Unit
  • Memory Management Internals: Allocation Strategies for High Performance
  • Power Debugging: Nasty Bugs and How to Find Them
  • Taming the CLR: How To Write Really Fast Managed Code
  • Windows Performance Topics for Games
  • Xbox 360 CPU Performance Update
  • Developing Games for Windows and Xbox 360: Stories from the Trenches

Gamefest 2006: Developer Tools: XNA and Visual Studio Track

  • Working Smarter and Building Faster with Visual C++ 2005
  • Managing Content Builds with XNA Build
  • An Introduction to Agile Development
  • Creating Games with the XNA Framework
  • A Closer Look at the XNA Framework Content Pipeline
  • Managing Content Builds with XNA Build

Gamefest 2006: Visual Arts Track

  • Dynamic Animation in Next-Generation Games
  • Exporting SOFTIMAGE|FACE ROBOT into a Real-Time Engine
  • Procedural Texturing Using ProFX: 2K Textures in 2KB
  • How’d They Do That? Graphics Samples Explained
  • Creating Captivating Visual Content for DirectX 10
  • Shaders and Shader Tools for Artists
  • Pushing the Pipeline: Creating a Next-Generation Art Pipeline in Less Than Six Months
  • Photorealistic Lighting Solutions for Next- Generation Games using Turtle 3
  • Strategies for Coping with the Demand of High Def Art

Gamefest 2006: Cross-Platform Xbox Live Track

  • Live Anywhere: Bringing the Live Experience to Windows
  • Session Enhancements: Host Migration, Improved TrueSkill™ and More
  • The New Xbox Live Server Platform: Opening up the Network
  • Community Extensions: Further Options to Customize Your Game’s User Experience
  • Achievements and Stats: Adding to the “Just Five More Minutes” Factor

Gamefest 2006: Casual Games Track

  • Developing Games for Xbox Live Arcade
  • Developing Web-Based Games for MSN Games
  • Preparing Casual Games for Windows Vista
  • Developing Casual Games for MSN Messenger
  • Future Platforms and Opportunities for Casual Games

Gamefest 2006: Audio Track

  • Full Service Audio: A Comprehensive Guide to Tools, Libraries, and Services for Audio on Xbox 360 and Windows Vista
  • The Fundamentals of Audio Rendering on Xbox 360 and Windows Vista
  • XMA Implementation and Aesthetics (Or, How I Learned to Stop Worrying and Love the Compression)
  • Using the Top Rear Left-of-Center Low Frequency Speaker: How Multi-channel Audio Works on Xbox 360 and Windows Vista
  • Distributed Composing: Managing Audio Collaboration and Cross-Platform Deployment for XACT Projects
  • An Analytical Study of Audio Implementations for Existing Windows and Xbox 360 Titles

Gamefest 2006: Game Middleware Track

  • Adding Camera-Based Gesture and Face Tracking to Games
  • Making Your Game Sound More Cinematic
  • Extensible .NET Tools for Game Development – Guidelines and Lessons Learned
  • An Overview of Voice Recognition Implementation
  • Meshing AGEIA and Granny
  • Combining Different Middleware Solutions to Create a Customized Platform
  • The Convergence of AI, Physics and Animation
  • The Dos and Absolutely-Do-Nots of XLSP: A Middleware Perspective
  • Advanced Tools and Techniques for Shipping Your Game On-Time
  • Creating a DirectX 10 Shader Authoring Sandbox Using SOFTIMAGE|XSI
  • The State of the (Audio) Nation: A Conversation with Leading Audio Content Middleware Solutions

Gamefest 2006: Producer and Business Development Track

  • Games for Windows Vista: Nail the Essentials, Showcase the Innovations
  • Marketplace: Future of Digital Distribution
  • Making your Windows Titles Come ALIVE Anywhere!
  • Expanding Your Audience Through Accessibility
  • Rise Above: Improving Your Game’s Chances for Success by Focusing on What Players Want

Gamefest 2006: Quality Assurance and Certification Track

  • Introduction to Windows Error Reporting as a Service
  • Games for Windows Vista Compatibility: The Essentials
  • Microsoft Games Testing Organization: Testing Evolved

Source 1: http://www.microsoftgamefest.com/
Source 2: http://letskilldave.com/archive/2006/09/11/Gamefes…

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