<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: GDC 2010: Streaming Massive Environments from 0 to 200 MPH</title>
	<atom:link href="http://doublebuffered.com/2010/03/17/gdc-2010-streaming-massive-environments-from-0-to-200-mph/feed/" rel="self" type="application/rss+xml" />
	<link>http://doublebuffered.com/2010/03/17/gdc-2010-streaming-massive-environments-from-0-to-200-mph/</link>
	<description>A Programmer's View of Game Design, Development, and Culture</description>
	<lastBuildDate>Mon, 23 Jan 2012 13:30:27 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
	<item>
		<title>By: GDC 2010: How to Honestly Lie To Your Players &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2010/03/17/gdc-2010-streaming-massive-environments-from-0-to-200-mph/#comment-918</link>
		<dc:creator><![CDATA[GDC 2010: How to Honestly Lie To Your Players &#171; Double Buffered]]></dc:creator>
		<pubDate>Thu, 25 Mar 2010 08:46:29 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=351#comment-918</guid>
		<description><![CDATA[[...] Chris Zimmerman laid out in detail how to lie to the player about what their hands did. Chris Tector explained how to perform a deeply technical form of lying to build the illusion of a continuous [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Chris Zimmerman laid out in detail how to lie to the player about what their hands did. Chris Tector explained how to perform a deeply technical form of lying to build the illusion of a continuous [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Infovore &#187; Links for March 17th through March 18th</title>
		<link>http://doublebuffered.com/2010/03/17/gdc-2010-streaming-massive-environments-from-0-to-200-mph/#comment-879</link>
		<dc:creator><![CDATA[Infovore &#187; Links for March 17th through March 18th]]></dc:creator>
		<pubDate>Thu, 18 Mar 2010 13:01:27 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=351#comment-879</guid>
		<description><![CDATA[[...] GDC 2010: Streaming Massive Environments from 0 to 200 MPH &#171; Double Buffered &quot;Here&#8217;s my notes for the talk Streaming Massive Environments from 0 to 200 MPH presented by Chris Tector from Turn 10 Studios. He&#8217;s listed as a Software Architect there, and obviously has a deep understanding of the streaming system they used on Forza 3. This talk was nice and deep technically, and touches all parts of the spectrum.&quot; Very technical. But: if you can grok what&#039;s going on (and this is about at the limits of my simple understanding &#8211; could barely start to recreate what&#039;s described), it&#039;s very interesting about the challenge of rendering beautiful, high detail environments at a solid 60fps, mainly by pre-preparing a lot, and maximising streaming performance both from disk and from memory. (tags: turn10 forza programming games streaming gdc10 rendering bitdifficultreally ) [...]]]></description>
		<content:encoded><![CDATA[<p>[...] GDC 2010: Streaming Massive Environments from 0 to 200 MPH &laquo; Double Buffered &quot;Here&rsquo;s my notes for the talk Streaming Massive Environments from 0 to 200 MPH presented by Chris Tector from Turn 10 Studios. He&rsquo;s listed as a Software Architect there, and obviously has a deep understanding of the streaming system they used on Forza 3. This talk was nice and deep technically, and touches all parts of the spectrum.&quot; Very technical. But: if you can grok what&#39;s going on (and this is about at the limits of my simple understanding &#8211; could barely start to recreate what&#39;s described), it&#39;s very interesting about the challenge of rendering beautiful, high detail environments at a solid 60fps, mainly by pre-preparing a lot, and maximising streaming performance both from disk and from memory. (tags: turn10 forza programming games streaming gdc10 rendering bitdifficultreally ) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: GDC 2010: Officially a Thing &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2010/03/17/gdc-2010-streaming-massive-environments-from-0-to-200-mph/#comment-873</link>
		<dc:creator><![CDATA[GDC 2010: Officially a Thing &#171; Double Buffered]]></dc:creator>
		<pubDate>Wed, 17 Mar 2010 23:21:31 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=351#comment-873</guid>
		<description><![CDATA[[...] from 0 to 200 MPH or The Nuovo Sessions depending on how &#8220;Nuovo&#8221; I feel. (Wrote up my notes for the Streaming talk, it was nice and [...]]]></description>
		<content:encoded><![CDATA[<p>[...] from 0 to 200 MPH or The Nuovo Sessions depending on how &#8220;Nuovo&#8221; I feel. (Wrote up my notes for the Streaming talk, it was nice and [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>

