BDC大会上的演讲话题整理

因为有不少朋友来要4月9/10号两天BDC上的演讲话题及大致内容,做了一下整理:


Server Best Practices
服务器端最佳实践(服务器端常见错误)

 

演讲者:Andre De Michiel

 

Intended Audience: Server Programmers, Script Programmers, Game Designers, Product Managers
参与人员:服务器端程序员、脚本程序员、游戏设计人员、产品经理

 

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.
演讲内容:帮助那些正在或是将要开发游戏的开发人员识别那些在游戏开发和发布准备中可能会影响游戏长期稳定性的关键因素。且集中讨论了这一领域中和BigWorld引擎相关的常见问题。

 

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Server Profiling and Optimisation
服务器性能分析与优化

 

演讲者:Andre De Michiel

 

Intended Audience: Server Programmers, QA, Operations and Deployment staff.
参与人员:服务器端程序员、QA、运营和部署人员

 

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.
演讲内容:展示了各种对BigWorld引擎服务器端进行性能分析的方法以及相应的优化策略。不仅涵盖了BigWorld引擎所提供的性能分析工具和命令,还对怎样使用它们来得到一个BigWorld引擎服务器端进程在运行中的各个不同方面的信息进行了讨论。讨论的重点为网络开销、脚本函数的CPU负载、BigWorld引擎服务器端机制以及实体大小和密度对性能的影响。

 

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Integrating External Services with BigWorld Server
在BigWorld引擎服务器端整合外部服务

 

演讲者:Andre De Michiel

 

Intended Audience: Server Programmers
参与人员:服务器端程序员

 

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.
演讲内容:介绍BigWorld引擎服务器端使用异步网络通讯来整合外部服务(数据库、聊天服务、收费系统等)的一些方法。针对线程和非线程方法进行了介绍和对比,并对它们分别应该在什么情况下使用进行了讨论。

 

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Optimising Client Side Performance
优化客户端性能

 

演讲者:颜焜

 

Intended Audience: Client Programmers
参与人员:客户端程序员

 

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.
演讲内容:对进行系统性的性能分析所使用的方法和工具进行介绍。不仅介绍了怎样使用BigWorld引擎内建的性能分析工具和“飞行”模式来得到精确的、可以互相对比的数据以及如何对这些数据进行分析,还介绍了一些可以缩小检视范围的方法以及对查出的问题进 行改善的思路。最后,还介绍了BigWorld引擎2.0 中引入的任务系统(Job System),展示如何使用它让我们更方便地利用多核CPU。

 

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Lighting, Shaders and Post Processing: An Artists View
美工眼中的光照、Shader和后处理(Post Processing)

 

演讲者:Adam Maxwell

 

Intended Audience: Artists, Client Programmers
参与人员:美工和客户端程序员

 

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.
演讲内容:展示了使用引擎为美工提供的一系列特性的最佳方式,其内容不仅涵盖了室内光照、室外光照、公告牌光照、边光(Rim Light)、摄影室光和环境吸收贴图(Ambient Occlusion Map),还对法线贴图、视差贴图(Parrallax Map)、次表面贴图(Sub-surface Map)以及像色彩矫正(Colour Correction)、胶片颗粒(Film Grain)、曙暮辉(Crepuscular Rays)、景深模糊之类的全屏特效进行了介绍。

 

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Art Performance: Look Better, Run Faster
优化美术资源:美观而迅速

 

演讲者:Adam Maxwell

 

Intended Audience: Artists, Client Programmers
参与人员:美工和客户端程序员

 

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.
演讲内容:介绍了开发高效美术资源的最佳途径,着重介绍了地形、贴图使用、动画、shader、LOD、粒子系统、BSP 以及 Umbra 等内容。

 

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User Interface Technical Design and Optimisation
用户界面的技术设计和优化

 

演讲者:Thomas Cowell

 

Intended Audience: Client Programmers and UI Designers
参与人员:客户端程序员和界面设计人员

 

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.
演讲内容:这个话题涵盖了在使用BigWorld引擎来设计用户界面时会遇到的一些特定问题,譬如说国际化、性能优化以及如何为支持不同屏幕分辨率进行设计。

 

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Navigation System
寻路系统

 

演讲者:史晓明

 

Intended Audience: All programmers using BWT
参与人员:所有使用BigWorld引擎的程序员

 

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.
演讲内容:在这个话题中,对BigWorld引擎中的寻路系统进行了详细的介绍,包括生成寻路网格的过程以及怎样在生成的寻路网格上进行寻路。并对区域填充、过滤、BSP 生成以及各个寻路函数的细节进行了介绍。在最后,还详细介绍了怎样更快地生成寻路网格以及怎样开发更为高效的寻路系统。

 

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Optimising and Customising Shaders
优化和自定义 Shader

 

演讲者:Thomas Cowell

 

Intended Audience: Client Programmers and Technical Artists
参与人员:客户端程序员和技术美工

 

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.
演讲内容:此话题不仅介绍了对 BigWorld 客户端所使用的Shader进行优化的方法,还通过实例展示了怎样对BigWorld引擎缺省光照模型的外观和感觉进行改进。

 

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Browser-Based Gaming: User Acquisition
基于浏览器的游戏:赢得用户

 

演讲者:Gavin Longhurst

 

Intended Audience: Business Developers, Marketers, Designers
参与人员:商业游戏开发者、市场人员、游戏设计人员

 

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.
演讲内容:在此话题中,不仅对在西方市场中的一些基于浏览器的网络游戏中一些主要和最新的因素进行了讨论,还介绍了怎样在这一高度竞争的领域去赢得并留住用户。

 

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