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About LetsKillDave

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  1. I'll try to keep this short and relatively unspammy... The NVIDIA GTC has been expanded this year to include special tracks for both mobile and game development   A sample of cutting edge development sessions includes:   • OpenGL 4 and Beyond for Game Developers   • Porting Source to Linux: Valve’s Lessons Learned   • Bringing PC and Console Games to Mobile   • Post Mortem: GPU Accelerated Effects in Borderlands 2 Check out the entire line-up of game development sessions by clicking here.   We understand that the GTC is just before GDC, but keep in mind that the GTC is a great opportunity to meet the same engineers as at GDC without competing against thousands of others for their attention.  In addition, we've tried to keep most of the GTC tracks uniquely different from the GDC tracks, so you won't get a sense of deja vu at GDC    We would love to see you there, so register today to attend! As an added bonus, use code GM10ND for an additional 10% off the published price.
  2. Just a quick note to let folks know that NVIDIA's John McDonald just posted a nice article on alpha blending called "Alpha Blending: To Pre or Not To Pre". This blog post includes a nice WebGL demo demonstrating the concepts as well.
  3. XNA For Casual Games

    Quote:Original post by MJP Quote:Original post by brekehan What's wrong with C++ and Directx 10? Why not use what the commercial industry is using? Perhaps the fact that maybe 0.01% of casual gamers will have the prerequisite hardware and OS? Matt's right, you have to be careful about the "casual gamer" market. Many don't have DX10 capabilities. Even worse, a non-trivial percentage still have dialup modems (gasp!). Successful casual games are defined by their intriguing and catchy/repeatable gameplay, not by how much new shader-based tech is stuffed in them. My suggestion is joining the various casual game groups and associations and learning what works. We rise to the top fastest when we stand on the shoulders of those before us, not on the toes of those before us :-)
  4. XNA For Casual Games

    If you're targeting the Xbox 360, it's pretty much your only path. If you want broad PC distribution, it's not your best choice. Distributing an XNA game on Windows means you have to make sure that .NET and the XNA runtimes are also present. Then you have a distribution challenge. To my personal knowledge, I don't know of any publisher that supports XNA through their channels, so you won't have a built-in channel like you'd have with the Xbox community games. Regarding shader versions -- that's a decision you have to make. Most commercial writers have separately-targeted shader libraries, depending on what is supported (graceful downscaling).
  5. Is really PhysX free for commercial use?

    Quote:Original post by smitty1276 Wrappers are nice, but they're no good for use on the XB360. You should bring this up with Microsoft on their XNA site. Be clear about saying why you need something like PhysX and how it can benefit the community.
  6. OpenGL David "LetsKillDave" Weller joins NVIDIA

    Quote:Original post by ET3D Congrats on the new job, Dave. Hopefully you'll be able to restore NVIDIA's developer site to its past glory (years ago it was the first site I turned to on many D3D dev issues). I will restore it, I promise (cuz if I don't, it will be a short career for Dave :-) Quote: What I'm really waiting for is Dave as a DirectX MVP. :) No, I'd turn it down. I've shilled enough for Microsoft already, let other people have their turn :-)
  7. OpenGL David "LetsKillDave" Weller joins NVIDIA

    Quote:Original post by Machaira Quote:Original post by LetsKillDave Quote:Original post by legalize Congratulations, Dave, nice to see you here! Now we just need to find someone who will let us fire semi-automatic weapons at the next MVP Summit :-) Hey, you're not supposed to let on to the fact that I own a large assortment of toys that President Obama wants to ban :-) He didn't say that you owned them. You just told on yourself! Well, it's not a very well-kept secret that I'm also a certified firearms instructor, so having plinkertoys shouldn't be too surprising :)
  8. OpenGL David "LetsKillDave" Weller joins NVIDIA

    Quote:Original post by legalize Congratulations, Dave, nice to see you here! Now we just need to find someone who will let us fire semi-automatic weapons at the next MVP Summit :-) Hey, you're not supposed to let on to the fact that I own a large assortment of toys that President Obama wants to ban :-)
  9. OpenGL David "LetsKillDave" Weller joins NVIDIA

    Quote:Original post by Namethatnobodyelsetook I believe announcing your existence on GameDev already puts you ahead of most of their previous developer relations staff. Ba-zing! Wow...ok, ok. Just keep in mind that NVIDIA dev rel team is VERY small but has a VERY large surface to cover (much larger than Microsoft's old DX del rel team). I can't even guarantee that I'll be hanging out a lot on here (I have my own forums to get fixed up at developer.nvidia.com, which are pretty FUBAR'ed at the moment :( ). However, I love hanging with this happy group (ok, sometimes a grouchy group :-) and I'll do everything I can to help. If there's ever a need to escalate to me regarding NVIDIA dev tools, I can always be reached via direct twitter message at letskilldave or dweller at nvidia dot com.
  10. Rather than wait for the press to broadcast this announcement (ok, to be honest, the press doesn't care :) ), I'll talk about it myself: I joined NVIDIA this week as their Developer Programs Manager. My initial focus will be to address the myriad, um, challenges with developer.nvidia.com, but over time will expand to additional programs and events. I've taken a break from GDNET for several months, mostly while I took care of family issues. It was a needed break, but I'm totally stoked to be back in the game again, and look forward to hanging with old and new peeps (because I'll be hanging with new peeps on the OpenGL/OpenCL side as well as DX). For now, I need to get back to my new grind, but I'll be around. And, of course, you can always find me via my blog and twitterfeed! DGW P.S. I want to give a special thanks to my (former) DirectX MVPs, who were left in a bit of a vacuum when I departed Microsoft. Many of them sent me emails of encouragement and support as I went through some challenging family matters over the last 6 months, and I'm grateful for their words.
  11. Creating a game for 360

    Let me help you here: Unless you are a top-notch game STUDIO, and have the financial backing of a great publisher (or have a top-notch game demo that you want to shop directly with MS Game Studios), you have no chance. Not even a "long shot" chance. Don't even ask. Srsly. If you're an indie, your only shot is with XNA. End of story. I'm not trying to be cruel, it's just that Microsoft is highly disinclined to offer dev kits to non studios now. I'm going to also guess you don't have the $10,000 _per kit_ to buy them. Microsoft used to have a developer program for all that, but it was quickly tossed in the trash once XNA came out.
  12. Just wanted to pass along that I have resigned from Microsoft for family issues. I've blogged about it in more detail here:http://letskilldave.com/blog/leaving-microsoft/. One side-benefit is, as I get my house packed and more settled, I will be able to participate in a moderation role on these forums too, so look for me to hang around here more often in the near future!! Now, if you'll excuse me, I have a house to pack up...

    I definitely think that SlimDX belongs in this forum, because I'm guessing that sno-cones will be a dime a dozen in Hades before you see a managed API for DirectX from Microsoft again :)
  14. Dream Build Play [Warn-Up Announced]

    Quote:Original post by ApochPiQ Contest info was due for release "the week of February 5th." Sounds like this whole thing will be a very realistic game development experience - we've already slipped a deadline! Doh! [slap forehead] I assure you, this issue has not gone unnoticed within the hallowed halls of Microsoft. Y'know...I just realized...these halls here don't look really "hallowed", so to speak. I mean, the lighting is decent, and it's carpeted. But "hallowed"? Is it possible to have "unhallowed halls"? Perhaps they're just normal halls, running a Direct3D10 "hallowed" shader effect?
  15. Quote:Original post by Moe That, and I never knew that Dave Weller was a GameDev.net member! Double sweet! oh yah. I've been a member since...I think 1876 :-)