BDC大會上的演講話題整理

因爲有不少朋友來要4月9/10號兩天BDC上的演講話題及大致內容,做了一下整理:


Server Best Practices
服務器端最佳實踐(服務器端常見錯誤)

 

演講者:Andre De Michiel

 

Intended Audience: Server Programmers, Script Programmers, Game Designers, Product Managers
參與人員:服務器端程序員、腳本程序員、遊戲設計人員、產品經理

 

Description: Here we aim to help new and current game developers identify key issues in their game development and release preparation that may hinder long-term game stability. We will focus on general issues in the field, as related to BigWorld Technology.
Takeaway: Avoid some of the most common technical and planning mistakes that customers most often encounter.
演講內容:幫助那些正在或是將要開發遊戲的開發人員識別那些在遊戲開發和發佈準備中可能會影響遊戲長期穩定性的關鍵因素。且集中討論了這一領域中和BigWorld引擎相關的常見問題。

 

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Server Profiling and Optimisation
服務器性能分析與優化

 

演講者:Andre De Michiel

 

Intended Audience: Server Programmers, QA, Operations and Deployment staff.
參與人員:服務器端程序員、QA、運營和部署人員

 

Description: A presentation of methods for profiling a BigWorld Server, as well as strategies for optimisation. We will cover BigWorld Technology profiling tools and commands, discussing how they can inform the different operational aspects of a BigWorld Server instance. Some focal points include network overheads, CPU load of script functions, BigWorld Server mechanisms, and the performance impact of entity size and density.
演講內容:展示了各種對BigWorld引擎服務器端進行性能分析的方法以及相應的優化策略。不僅涵蓋了BigWorld引擎所提供的性能分析工具和命令,還對怎樣使用它們來得到一個BigWorld引擎服務器端進程在運行中的各個不同方面的信息進行了討論。討論的重點爲網絡開銷、腳本函數的CPU負載、BigWorld引擎服務器端機制以及實體大小和密度對性能的影響。

 

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Integrating External Services with BigWorld Server
在BigWorld引擎服務器端整合外部服務

 

演講者:Andre De Michiel

 

Intended Audience: Server Programmers
參與人員:服務器端程序員

 

Description: This talk covers options for integrating external services (databases, chat services, billing, etc) with the BigWorld server using asynchronous network communications.  We will conduct a comparative overview of threaded and non-threaded approaches, and when to use them.
演講內容:介紹BigWorld引擎服務器端使用異步網絡通訊來整合外部服務(數據庫、聊天服務、收費系統等)的一些方法。針對線程和非線程方法進行了介紹和對比,並對它們分別應該在什麼情況下使用進行了討論。

 

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Optimising Client Side Performance
優化客戶端性能

 

演講者:顏焜

 

Intended Audience: Client Programmers
參與人員:客戶端程序員

 

Description: This talk will introduce methods and tools to perform systematic performance analysis.  It introduces the profiler and the "fly through" which allow accurate and comparable data to be obtained and analysed.  Methods to narrow down the investigation are presented as well as ideas on how to improve problem areas. Finally the Job System is introduced (a BWT 2.0 feature) that makes it easier to use multi-core CPUs.
演講內容:對進行系統性的性能分析所使用的方法和工具進行介紹。不僅介紹了怎樣使用BigWorld引擎內建的性能分析工具和“飛行”模式來得到精確的、可以互相對比的數據以及如何對這些數據進行分析,還介紹了一些可以縮小檢視範圍的方法以及對查出的問題進 行改善的思路。最後,還介紹了BigWorld引擎2.0 中引入的任務系統(Job System),展示如何使用它讓我們更方便地利用多核CPU。

 

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Lighting, Shaders and Post Processing: An Artists View
美工眼中的光照、Shader和後處理(Post Processing)

 

演講者:Adam Maxwell

 

Intended Audience: Artists, Client Programmers
參與人員:美工和客戶端程序員

 

Description: BigWorld Technology provides a number of features that artists can take advantage of. This talk demonstrates best practices when utilising these features. We will cover indoor, outdoor, billboard, rim, studio and ambient occlusion lighting. We will also cover the use of normal, parallax and sub-surface maps, as well as full screen effects such as colour correction, film grain, crepuscular rays, and dept of field blur.
演講內容:展示了使用引擎爲美工提供的一系列特性的最佳方式,其內容不僅涵蓋了室內光照、室外光照、公告牌光照、邊光(Rim Light)、攝影室光和環境吸收貼圖(Ambient Occlusion Map),還對法線貼圖、視差貼圖(Parrallax Map)、次表面貼圖(Sub-surface Map)以及像色彩矯正(Colour Correction)、膠片顆粒(Film Grain)、曙暮輝(Crepuscular Rays)、景深模糊之類的全屏特效進行了介紹。

 

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Art Performance: Look Better, Run Faster
優化美術資源:美觀而迅速

 

演講者:Adam Maxwell

 

Intended Audience: Artists, Client Programmers
參與人員:美工和客戶端程序員

 

Description: This discussion will address best practices toward developing the most efficient art assets possible. This wide range of focal points will include terrain, texture usage, animation, shaders, LOD’s, particle systems, BSP’s, Umbra and more.
演講內容:介紹了開發高效美術資源的最佳途徑,着重介紹了地形、貼圖使用、動畫、shader、LOD、粒子系統、BSP 以及 Umbra 等內容。

 

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User Interface Technical Design and Optimisation
用戶界面的技術設計和優化

 

演講者:Thomas Cowell

 

Intended Audience: Client Programmers and UI Designers
參與人員:客戶端程序員和界面設計人員

 

Description: This talk covers some specific issues encountered when designing user interfaces using BigWorld Technology, such as designing for multiple screen sizes, internationalisation, and performance optimisation.
演講內容:這個話題涵蓋了在使用BigWorld引擎來設計用戶界面時會遇到的一些特定問題,譬如說國際化、性能優化以及如何爲支持不同屏幕分辨率進行設計。

 

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Navigation System
尋路系統

 

演講者:史曉明

 

Intended Audience: All programmers using BWT
參與人員:所有使用BigWorld引擎的程序員

 

Description: During this talk, we will tour the BWT navigation system from navmesh generation to pathfinding.  We will explain details like flood filling, filtering, BSP generation and navigation functions. We will close with a detailed explanation of how to produce navmeshes faster and how to develop more efficient navigation systems.
演講內容:在這個話題中,對BigWorld引擎中的尋路系統進行了詳細的介紹,包括生成尋路網格的過程以及怎樣在生成的尋路網格上進行尋路。並對區域填充、過濾、BSP 生成以及各個尋路函數的細節進行了介紹。在最後,還詳細介紹了怎樣更快地生成尋路網格以及怎樣開發更爲高效的尋路系統。

 

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Optimising and Customising Shaders
優化和自定義 Shader

 

演講者:Thomas Cowell

 

Intended Audience: Client Programmers and Technical Artists
參與人員:客戶端程序員和技術美工

 

Description: This talk will cover optimisation of shaders for use with the BigWorld client, and will demonstrate some examples of improving the look and feel of the BigWorld engine’s default lighting model.
演講內容:此話題不僅介紹了對 BigWorld 客戶端所使用的Shader進行優化的方法,還通過實例展示了怎樣對BigWorld引擎缺省光照模型的外觀和感覺進行改進。

 

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Browser-Based Gaming: User Acquisition
基於瀏覽器的遊戲:贏得用戶

 

演講者:Gavin Longhurst

 

Intended Audience: Business Developers, Marketers, Designers
參與人員:商業遊戲開發者、市場人員、遊戲設計人員

 

Description: In this talk we will examine some of the leading and developing factors in providing browser based games to Western markets, as well as the requirements of user acquisition and retention in this highly competitive space.
演講內容:在此話題中,不僅對在西方市場中的一些基於瀏覽器的網絡遊戲中一些主要和最新的因素進行了討論,還介紹了怎樣在這一高度競爭的領域去贏得並留住用戶。

 

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