Category Archives: Game Development

Interactive Medias, Interview with Russ Haines of Eye Vapor and Touch Designer

So much is going on in the way of real time interactive software and animations that I find just trying to get a good understanding of all the possibilities inherent in the many programs on the market is daunting. As a freelance 3d artist/visual poet working with different companies, understanding the technology is important to [...] Continue reading

Matt’s Top 10+ Technology Predictions for 2012

Hi everyone – It’s that time of year again where I speculate on what the big technology announcements and impacts are going to be for next year 2012. The lens I use for this are those things that will in some way have a profound short or long term impact, or implications, for the various [...] Continue reading

Register for Intel(R) Technical Presentation "Analysis of hybrid applications with the Intel(R) Cluster Studio XE 2012"


Gergana Slavova, Technical Consulting Engineer, will be presenting “Analysis of hybrid applications with the Intel(R) Cluster Studio XE 2012″ on Dec 7th at 9am PDT. Please register! Continue reading

The Real Platform is now the Cloud – and has shifted away from devices

Am I stating the blatantly obvious here? (Probably). However; one my most recent assertions is that the devices (e.g. Consoles, PCs, Macs, etc) which used to historically be considered a “Platform” are far less so today. The real platform has become the Cloud and the Clouds associated services. As a result.. I’m going to be [...] Continue reading

Forget the Console, buy a Gaming PC!

This will be my tongue-in-cheek response to a ZDNET blog posting that can be found here: http://www.zdnet.com/blog/hardware/forget-the-gaming-pc-buy-a-console/15969#comments While the author brings up a few interesting discussion points; I’m not entirely convinced that it’s a fair assessment and here’s why. 1) Pricing: When the Xbox 360, and PS3 first released their real street price was no [...] Continue reading

Register for Intel(R) Technical Presentation "Using Intel(R) VTune(TM) Amplifier XE to tune software on Intel(R) Microarchitecture Codename Sandy Bridge, Part 2: Common Issues & Tuning Suggestions"

Shannon Cepeda, Technical Consulting Engineer, will be presenting on Nov 9th at 9am PDT. Please register! Continue reading

Register for Intel(R) Technical Presentation "Using Intel(R) VTune(TM) Amplifier XE to tune software on Intel(R) Microarchitecture Codename Sandy Bridge, Part 1: Methodology & Interface"

Shannon Cepeda, Technical Consulting Engineer, will be presenting on Nov 8th at 9am PDT. Please register! Continue reading

Interview with Stewart McSherry of Xfrog and More

I have been using a program called Xfrog for more reasons than it has a great name. Many years ago I was told about it by several people, and one of them was Saty Raghavachary, a programmer and educator at DreamWorks Animation. I only regret it has taken me so many years to start using the [...] Continue reading

[Opinion] The sunk cost fallacy of Consoles and why they’ll likely die out as we know them today

Most people who know me know why I’m not a fan of Consoles; but I figured I should probably explain myself more fully to those who don’t. I’ll pitch my ‘metric-system’ concept for Gaming in a future post. Suffice it to say that my approach is based on the following line of thinking. First; imagine [...] Continue reading

Understanding x86 vs ARM Memory Alignment on Android

With Google’s recent release of the NDK (r6), it is now possible build Android application for x86 processors in addition to ARM. In general, this only involves rebuilding native code to port applications from ARM to x86. However, there are a few pitfalls to avoid. One difference between x86 and ARM is the memory alignment [...] Continue reading

Understanding x86 vs ARM Memory Alignment on Android

With Google’s recent release of the NDK (r6), it is now possible build Android application for x86 processors in addition to ARM. In general, this only involves rebuilding native code to port applications from ARM to x86. However, there are a few pitfalls to avoid. One difference between x86 and ARM is the memory alignment [...] Continue reading

GDC 2011: How Havok’s tools work and what you can do with them

As you might remember we have interviewed Havok’s Head of Product Management, Andrew Bowell who told us a lot about Havok as a company, about GDC Europe, about their partnership with Intel and many things more. A few hours later I had the chance to have a video chat with Steve Ewart who is Sales [...] Continue reading

GDC 2011: Philipp Gerasimov from Intel talks about Intel GPA

During Game Developers Conference Europe 2011 Intel’s Senior Application Engineer Philipp Gerasimov had his tech session where he talked about the gaming title Darkspore and how the developer’s team from Maxis was able to optimize their game running best on laptops. They achieved this by using Intel’s profiling and analyzing tool called Intel Graphics Performance [...] Continue reading

GDC 2011: Andrew Bowell talks about Havok’s rendering technoglogies

Here at Game Developers Conference Europe 2011 in Cologne, Germany, well-known software company Havok from Dublin, Ireland, is this years software partner at the Intel booth in the exhibition area. These smart guys show their latest and coolest stuff regarding different rendering and texturing techniques which are being implemented in a lot of current gaming [...] Continue reading

GDC 2011: Levent Akyil video chats about Sandy Bridge, AVX and Intel VTune Amplifier 2011 XE

Do you remember?! Levent Akyil held his tech session live at Game Developers Conference 2011 this morning and talked about the architectural improvements of Sandy Bridge, why developers should look closer at AVX and which hotspots and traps you as a developer can tap in when parallelizing new or existing code – whether you are [...] Continue reading

Register for Intel(R) Technical Presentation "Using Intel(R) Inspector XE 2011 with Fortran Applications" by Jackson Marusarz (Technical Consulting Engineer)

Jackson Marusarz, Technical Consulting Engineer, will be presenting on Aug 17th at 9am PDT on “Using Intel(R) Inspector XE 2011 with Fortran Applications”. Please register and attend. Continue reading

GDC 2011: Levent Akyil from Intel talks about "Hotspot Flops & Micro-Ops"

As I told you already Intel is silver sponsor of the GDC event in Cologne, Germany. Part of this sponsor package is a demo booth in the exhibition area (stand 150) and three lectures which address game developers who want to know more about Intel’s efforts regarding game development. After yesterdays’s tech session where Leigh [...] Continue reading

GDC 2011: What you should know about task based game engines

Here at Game Developers Conference Europe 2011 in Cologne, Germany, I’m not only talking to people about their favorite topics like morphological anti-aliasing, but also about important tech sessions which take place  at this biggest gaming event of Europe. The first session I attended was held by Leigh Davies, Intel fellow and game specialist. Leigh [...] Continue reading

GDC 2011: What people think about Game Developers Conference Europe 2011

Shows like the Game Developer Conference Europe 2011 in Cologne do have several aspects like tech sessions, networking, organization, relationship building and much more. This provided us with the chance, time and opportunity to talk to a lot of people asking them why they are here. And their answers are as colourful as the conference itself, [...] Continue reading

GDC 2011: Leigh Davies from Intel talks about Morphological Anti-Aliasing

Well, here the first blog post live from Game Developers Conference Europe 2011. It’s all about Morphological Anti-Aliasing (MLAA) which helps game developers to create better looking 3D gaming titles with less effort and less costs. The trick behind MLAA in comparison to standard Multisample Anti-Aliasing (MSAA): after rendering a whole scene MLAA takes care [...] Continue reading