GCDC'08: good-bye and see ya at GCDC 2009!

By Michael J Huelskoetter (90 posts) on August 21, 2008 at 2:21 am

Man, we had a lot of fun during GCDC 2008. And some hours of work. From Sunday till Wednesday we created 12 video clips combined with 12 blog postings. Additionally we blogged 12 informative articles – including this one. This makes 24 GCDC related blog posts! Not so bad, or what ...

And our topics had a wide variety: we talked about all the interesting Intel technologies helping game developers optimizing their 3D apps so that they run on Intel platforms best. Namely Intel Threading Building Blocks (including a helpful book), Intel Gaming Laptop TDK and other Intel resources and tools which you can find on different web pages.

But you also could read how to multi-thread 3D applications, even the DirectX based ones and how to turn games into mobile 3D apps which use Intel Integrated Graphics best.

Moreover we talked about upcoming technologies and products like Nehalem (which will be called Intel Core microarchitecture) and Larrabee, probably the next big thing in the visual world. And we also wanted to know what our US colleagues did during Siggraph 2008, where Intel talked about Larrabee as well..

Having arrived on Sunday in Leipzig we directly went to a golf course where some of the conference attendees played their GCDC tournament. Right before the first swing we had the chance to ask two of them – Don Daglow and Alexander L. Fernández – why they are here and what they expect of the upcoming event.

The very next day was heavy loaded as we looked at some of the demos Intel was showing in the conference area. What we saw there was quite impressive. Around noontime we learned from Intel fellows Jérôme Muffat-Méridol and Basher Khan how you can optimize your applications with the help of Intel Tools. In the afternoon we attended Mike Capps' keynote speech where he talked about the Making of Gears of War 2.

Tuesday wasn't less busy: We sat in Steve Hughes' and Basher Khan's session where they presented the laptop as a moving gaming platform. Afterwards we had the opportunity to ask Steve some questions in order to learn some more things about Intel Integrated Graphics.

Another highlight was our interview with Acclaim's CCO David Perry who shared the secret with us how the gaming future will look like. After that we had some time left and so we met Leigh Davies right after his tech session and asked him, what developers have to do in order to optimize their DirectX code for Intel platforms.

The third and last day of the conference brought us together with Rémi Arnaud from Intel and Chris Taylor from Gas Powered Games. And finally we had a look at some more compelling demos at the Intel booth in hall 3, where they set up a dedicated developers corner.

Despite all the work we had a lot of fun as well as Nokia and Crytek organized two parties on Monday and Tuesday with good food, yummy drinks and some music, which I found somehow strange. But it was all for free and so there's no reason to complain! So, hopefully we will see you at GC developers conference 2009 again! Or some day somewhere down the road ...

Categories: Events, Game Development, Graphics & Media
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For more complete information about compiler optimizations, see our Optimization Notice.

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