
“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…