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GDC2012 is over, and this year there are a huge number of available presentations. You can download the Game Developer Conference 2012 presentations from the GDC vault , Jare / Iguana has also kept a link collection from GDC 2012 . I've looked over all the technical publications available and put together this summary post. (Edit: I've updated this to cover some maths, physics, and graphics material I missed on the first pass - thanks Johan & Eric) I'll start with graphics. Louis Bavoil / nVidia and Johan Andersson / DICE have a presentation on "Stable SSAO in Battlefield 3 with Selective Temporal Filtering", ambient occlusion is a well established technique now, but they apply a quick way to use past data and the differences in Z buffer states between frames to intelligently reuse the AO results.
Valve engineers and artists regularly contribute to industry and academic conferences, covering topics from the high level goals of our cabal development process to the inner workings of cutting-edge rendering algorithms.
Note: the text of this page is from my original website, and I haven't updated it in a while. Make sure you look at the physics category for all of the articles related to rigid body dynamics. I started getting interested in high end physical simulation for games sometime in 1995. Since I didn't know anything about physics or know any real math (I had calculus in high school and enjoyed it, but had forgotten most of it), I had to teach myself everything from scratch. Let me just say it was a total blast. I highly recommend everyone taking the time to learn something really big and new every once in a while, in addition to all the little things we're all [hopefully] learning every day.