Come see Intel Software Network at GCDC & GC!

Submit New Article

Last Modified On :   October 13, 2008 3:14 PM PDT
Rate
 


 

The Games Convention (GC) conference is a showcase for the public where the gaming industry displays its coolest, newest, and best games and products, and usually does so with enormous presentational effort, big shows, loads of celebrities and all sorts of gimmicks to entertain its visitors!

GC Developers Conference (GCDC) is a separate event for game developers that provides exclusive insights into the latest themes and important issues affecting the games industry in a series of lectures, keynote speeches, debates and workshops. The aim is to ensure that GCDC provides the industry with the best possible setting for the exchange of knowledge and networking at a high international level.

Read the press release "Intel Supports GC Developers Conference for the Sixth Time".

Our latest GC/GCDC blogs:

  • Gathering Events, one moment...

 

 

Games Convention Developer Conference

  • What: GC Developers Conference (GCDC)
  • Where: Leipzig, Germany
  • When: August 18-20, 2008
  • Official Site: http://www.gcdc.eu

 

Intel GCDC Scheduled Sessions:


Leigh Davies
"Driving DirectX in a Parallel World"
Presented by Leigh Davies

In an increasing multi-core world, getting all your complex graphics from the CPU to the graphics card through a single DirectX thread can be harder than passing a camel through the eye of a needle. This session looks at Intel’s CPU roadmap and how to ensure you are making the most of new CPUs to efficiently drive your video card. This session will cover the typical workloads seen in current games and how the work is balanced between different parts of the game and the drivers. Profiling advice will be given showing how best to accurately measure time spent in graphics. The session includes both general programming tips for multi-core and how-to design specifics regarding designing a rendering engine within a multi-threaded architecture.

Steve Hughes


Basher Khan

"Game Development on a Moving Platform"
Presented by Steve Hughes and Basher Khan

As laptop sales continue to grow to the point where they are outselling desktops, we are seeing café’s, airport lounges, workplaces and college canteens slowly filling with mobile PC users. A two-pronged attack is needed in order to take advantage of this relatively new platform. First, developers need to find out how to get the most from the integrated graphics devices found on most laptops, and then they need to develop upward leverage by taking advantage of unique laptop features such as those found in the Intel Laptop Gaming TDK.

This talk will be split into two parts: The first takes us on a short but deep dive into the Int el Integrated Graphics system with tips to help developers get the best performance out of laptops. The second part looks into the Intel Mobile TDK to find ways to access available network connections and monitor battery life and screen brightness.

In addition, this session will look at how ad-hoc networking can easily be incorporated in to a multi-player PC game to bring a whole new level of social networking to gaming.


Jerome Muffat-Méridol

"Intel® Tools -- Accelerate your PC Software Performance"
Presented by Basher Khan and Jerome Muffat-Méridol

As both software and hardware continue to advance in complexity, developers need better development tools to aid them. Intel provides a wide range of tools covering a wide range of topics; this talk provides an overview of several Intel tools including some experimental tools that might point the way forward for several of Intel’s mainstream products. One tool that will be covered in detail is Intel® Threading Building Blocks (Intel® TBB), an open source package that provides a general framework allowing easy implementation of parallel programming algorithms to achieve the highest performance gain.

Remi S. Arnaud

"COLLADA - An Intermediate Format for Game Developers"
Presented by Remi Arnaud


Thousands of 3D content developers are taking advantage of the open standard COLLADA already, saving time and money. The Khronos Group, the standards committee behind COLLADA, has recently introduced a new COLLADA specification, COLLADA 1.5, that further increases COLLADA’s capabilities in the game industry and beyond.

This presentation is an overview of COLLADA with attention paid to its new features. Included will be a survey of the tools available, followed by a Q&A session, time permitting.

Games Convention