Yesterday’s keynote from Jen-Hsun Huang, NVIDIA’s CEO, showcased a lot of impressive technology and demos. We encourage you to watch the complete video below to see all the great announcements, but we would like to specifically call out the announcement of the NVIDIA WaveWorks, the real-time Beaufort Scale ocean simulation which was demonstrated during the keynote (the 7:45 mark if you don’t want to wait).
The purpose of this article is to discuss how to incorporate GPU accelerated effects into a project without negatively impacting the overall performance and framerate of a game. The key to making this work is to run all visual effects independently of the main game thread and rendering pipeline. While the concept is simple, as always, the devil is in the details and there are a lot of things to consider to make this work properly.
Simon Morris, Guest Blogger from Strawdog Studios Welcome to the world of Android NDK. Please leave your debuggers at the door. Veteran programmers of a certain age will happily recount old-school war stories where they’ve had marathon sleepless debugging sessions where bugs were discovered in DVD-only release builds at the 11th hour before shipping and that they managed to debug the problem and save the day using just printf and changing screen border colours when certain systems...
Once again, we are just weeks away from another awesome GDC event! We are thrilled to offer several ways to reach out to NVIDIA engineers and learn about new tools and techniques in the game development world. Be sure to bookmark our NVIDIA @ GDC 2013 events page to get the latest updates. In addition, don't hesitate to monitor our @nvidiadeveloper twitter feed for real-time news from the GDC floor.
The Tegra Android Development Pack(TADP) is the perfect companion for developing native Android applications, installing all of the software tools required to optimize for NVIDIA’s Tegra platform.