Tags Game & Graphics Development

by David Weller, posted Mar 28 2013

We know that GDC is a hectic time, and there is a lot of competition for your time when it comes to the many sessions at GDC. I'd like to suggest you hang out with us tomorrow in our sponsored sessions in the West Hall, Room 2002, as we have one of the best lineups we've had in years. Lets look at the lineup and you'll see why. 10am-11am: NVIDIA® Nsight™ Visual Studio Edition 3.0 - Catzilla Engine Development in DirectX 11 and OpenGL 4.2

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Tags Game & Graphics Development

by David Weller, posted Mar 20 2013

  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).   

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Tags Game & Graphics Development

by John Ratcliff, posted Mar 13 2013

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.

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Tags Game & Graphics Development, Mobile Development, Technologies, Tools

by David Weller, posted Feb 20 2013

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.

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Tags Game & Graphics Development

by John McDonald, posted Jan 31 2013

Alpha Blending is a small--but important--part of virtually every 3D application. Conceptually, alpha-blending is used to communicate the transparency of a surface. Generally, consumer applications (games) tend to use RGB to communicate the color of the underlying surface, relying on the alpha channel to indicate the "opaquness" of that color. More specifically, when alpha blending is enabled in the pipeline, developers tend to use this form for their blending:

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