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	<title>Intel Software Network Blogs &#187; Gaming</title>
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	<link>http://software.intel.com/en-us/blogs</link>
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	<pubDate>Fri, 20 Nov 2009 22:51:11 +0000</pubDate>
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		<title>Why Develop Games For Atom?</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/17/why-develop-games-for-atom/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/17/why-develop-games-for-atom/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 19:48:38 +0000</pubDate>
		<dc:creator>Bob Duffy (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Intel® Atom™ Developer Program]]></category>

		<category><![CDATA[Mobility]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[Atom app store]]></category>

		<category><![CDATA[netbook]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/17/why-develop-games-for-atom/</guid>
		<description><![CDATA[So you've heard of the Intel® Atom™ Developer Program.  As a game developer you may be wondering, "What’s the opportunity?” or “Why bother developing for Atom, won’t many of the same casual games created for a PC work fine on a Netbook?”
To get answers I think you have to think outside “typical” PC gaming [...]]]></description>
			<content:encoded><![CDATA[<p>So you've heard of the <a href="http://appdeveloper.intel.com/">Intel® Atom™ Developer Program</a>.  As a game developer you may be wondering, "What’s the opportunity?” or “Why bother developing for Atom, won’t many of the same casual games created for a PC work fine on a Netbook?”</p>
<p>To get answers I think you have to think outside “typical” PC gaming development.  The opportunity is in how people use, work, and interact with these devices differently than say a traditional laptop or desktop systems.  You don't have to stretch the imagination too far to understand the growth market and new gaming opportunities in the mobile space. Just look at the iPhone.  Many of the most successful games on that platform are not your traditional polygon pushing games.  </p>
<p><a href="http://software.intel.com/en-us/blogs/2009/11/12/casual-gamers-want-relax-mode/">My last post </a>looked at how casual games could be enhanced with “relax” modes; allowing gamers to have stress free casual gaming experiences. Similarly here, the message is good game play is not defined by to hardware specifications. Good games can be derived from the state of mind, tasks, &#038; environment of gamers when using their device.  As with the iPhone, Atom based devices are used in unique situations where there are unique gaming opportunities.  If you consider how, when, where and why gamers use a companion PC device like a Netbook you can find new market opportunities for gaming.</p>
<p>Here’s my list of things developers should consider when creating new Atom based games:</p>
<ul>
<li><strong>Quick and convenient game play:</strong><div class="wp-caption alignright" style="width: 170px"><a href="http://zenbound.com/"><img alt="Zen Bound is a beautifully simplistic game for the iPhone that exploits how that device is used" src="http://iphone-game-reviews.com/wp-content/uploads/2009/02/zen-bound.png" title="Zen Bound" height="240" /></a><p class="wp-caption-text">Zen Bound is a beautifully simplistic game for the iPhone that exploits how that device is used</p></div><br />
Your Atom based device is likely traveling with you, and the user will consider playing a game when they have down time between other activities while on the road.  This doesn't mean games need to be short but they should accommodate gamers jumping in an out quickly</li>
<li><strong>Location aware: </strong><br />
Because the gamer will be mobile, location aware features in games can add another dimension to games. There's a lot going on with augmented reality these days, and clever games can make use of locations and environments that mix with the game play to make interesting gaming experiences</li>
<li><strong>Focused tasked: </strong><br />
Smaller screen sizes, can also lend to more focused tasks in games.  Consider UI designs that are minimalized &#038; focused over providing a swiss army knife of tools and tasks.  Often focused game play can lead to stunning graphics and great gaming experiences.  A great example of this is <a href="http://zenbound.com/">Zen Bound</a> for the iPhone.</li>
<li><strong>Social play: </strong><br />
Mobile computing devices are becoming popular because they allow you to easily stay connected with your network of friends. Beyond multi-user play, consider how to involve sharing and status updates with integration of email, Twitter &#038; Facebook </li>
<li><strong>Asynchronous online play: </strong><br />
With mobility being more connected, it may not mean always connected.  Consider games that allow you play immediately then connect with the network between levels or games. </li>
</ul>
<p>Additionally more than just creating new games, developing games for Atom provides these additional opportunities.<div class="wp-caption alignright" style="width: 250px"><img alt="Mobile mini games could allow you to customize aspects of your PC games such as upgrading &#038; modding vehicles, characters, &#038; weapons" src="http://ll.needforspeed.com/u/f/eagames/NFS/needforspeed.com/images/news/iphone/iphone_customising.jpg" title="Customize Car" width="240"  /><p class="wp-caption-text">Mobile mini games could allow you to customize aspects of your PC games such as upgrading &#038; modding vehicles, characters, &#038; weapons</p></div></p>
<ul>
<li><strong>Companion mini games of existing game titles: </strong><br />
Often the same software will run your PC as will run on a gamer’s Intel based portable device.  Consider levels, mini games, tasks, puzzles and vehicle configuration tools that a gamer can take on the road with them, then upload a status of their portable play to their PC game for experience points, level ups, weapons etc</li>
<li><strong>Component development:  </strong><br />
With Atom Developer Program, you can develop and sell game components for other developers to use.  Many of the above items can be consider areas of component development.  As well there will be many flavors in the hardware, some with multi-touch, some with webcams, etc.  All opportunities to create components that will be valuable for developers </li>
</ul>
<p>I’m sure there is much more to consider than my short list, especially when you look at various hardware options, but the point is we have an exciting time in front of us. If we focus on how people uniquely use Atom based devices we can find new opportunities to; create new exciting gaming experiences, extend the value of existing titles, and create gaming components that enable a marketplace of cool new game.</p>
<p>In other words <strong>Bring It</strong>!</p>
<p><strong>Relevant Links</strong></p>
<ul>
<li><a href="http://appdeveloper.intel.com/">Atom Developer Program</a></li>
<li><a href="http://appdeveloper.intel.com/en-us/sdk">Atom Developer SDK</a></li>
<li>Follow Intel's <a href="http://twitter.com/bobduffy">Bob Duffy</a> on Twitter</li>
</ul>
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		<title>Visualize this! A talk with Son Kim - Project offset contest winner</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/12/visualize-this-a-talk-with-son-kim-project-offset-contest-winner/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/12/visualize-this-a-talk-with-son-kim-project-offset-contest-winner/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 22:35:03 +0000</pubDate>
		<dc:creator>Arti Gupta (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[artistanimator]]></category>

		<category><![CDATA[Project Offset]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/12/visualize-this-a-talk-with-son-kim-project-offset-contest-winner/</guid>
		<description><![CDATA[Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network.
Today's show is a slightly different format.  Steve Pitzel community manager for Artist/Animator and Media will talk with Son Kim, uber modeler and [...]]]></description>
			<content:encoded><![CDATA[<p>Hello and welcome to another episode of <a href="http://www.intel.com/software/visualize-this">Visualize this!</a> where we talk about topics relating to Visual Computing. I am <a href="http://www.intel.com/software/arti">Arti Gupta</a>, community manager for Games Development on the Intel Software Network.</p>
<p>Today's show is a slightly different format.  Steve Pitzel community manager for Artist/Animator and Media will talk with Son Kim, uber modeler and winner of Project Offset’s first User Created Content contest, Son Kim. </p>
<p><embed src="http://blip.tv/play/g5FLga6xKwA%2Em4v" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></p>
<p><strong><a href="http://blip.tv/file/get/ISNTV-VisualizeThis21SonKimAndTheBugbackToad365.mp4"> Download link to a high quality MP4 video file of the show (about 150MB)</a></strong></p>
<p><strong>Show notes:</strong><br />
•	Where did you first learn about Project Offset?<br />
•	What got you get interested in building 3D CG characters?<br />
•	What tools do you like to use.<br />
•	Any tips and tricks that you want to share with our viewers.<br />
•	What are your future plans?</p>
<p><strong>I am always looking for community feedback and questions.  You can email them to </strong><strong>visualizethis@intel.com</strong></p>
<p>You can watch <a href="http://software.intel.com/en-us/articles/visualize-this/">Visualize This! </a> live alternate Tuesdays at noon Pacific on <a href="http://intel.com/software/tv">Intel Software Network TV</a>, our new 24/7 interactive video channel. Come chat with us, or browse the <a href="http://software.intel.com/en-us/articles/visualize-this/">On Demand section </a> to see past episodes of our shows.</p>
]]></content:encoded>
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<enclosure url="http://blip.tv/file/get/ISNTV-VisualizeThis21SonKimAndTheBugbackToad365.mp4" length="138627919" type="video/mp4" />
		</item>
		<item>
		<title>Casual Gamers Want "Relax" Mode</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/12/casual-gamers-want-relax-mode/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/12/casual-gamers-want-relax-mode/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 18:00:25 +0000</pubDate>
		<dc:creator>Bob Duffy (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Intel® Atom™ Developer Program]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[Atom Developer]]></category>

		<category><![CDATA[Atom Processor]]></category>

		<category><![CDATA[casual games]]></category>

		<category><![CDATA[Intel® Atom™]]></category>

		<category><![CDATA[netbook]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/12/casual-gamers-want-relax-mode/</guid>
		<description><![CDATA[As the Atom processor makes its way into Netbooks, MIDs and handhelds next year, casual gaming is an opportunity for many software developers to explore developing new games on Intel Architecture.  We should see games designed specifically for the hardware such as smaller screen sizes on Netbooks.  However I think we may also [...]]]></description>
			<content:encoded><![CDATA[<p>As the Atom processor makes its way into Netbooks, MIDs and handhelds next year, casual gaming is an opportunity for many software developers to explore developing new games on Intel Architecture.  We should see games designed specifically for the hardware such as smaller screen sizes on Netbooks.  However I think we may also see games designed specifically for the moods of people using a portable device, i.e. wanting to have a quick break while waiting in doctors office or taking mass transit.</p>
<p>Teresa Carrigan, a professor of Computer Science and game developer for <a href="http://twitter.com/electrotank">Electrotank</a>, authored an interesting article in <a href="http://www.casualconnect.org/">Casual Connect’s</a> recent <a href="http://www.casualconnect.org/content/Seattle/2009/magazine/summer_2009_casual_connect_magazine.pdf">2009 Summer Magazine</a>(PDF) titled. "Calm Down, Would You?"  This article takes a look at how users would like to have options to play casual games in a relaxed mode.</p>
<p>I have to admit this topic resonates with me.  If my day isn't already packed with meetings, clearing email, and social networks; rather than a welcome break, video games can often be a huge time suck or a crazy beat the clock stresser.  Seriously, Modern Warfare 2 is sizing up to be a number of lost weekends. (arguably a good problem)</p>
<p>And casual games with countdown timers to beat, can be anything but relaxing. How many words can you get in <a href="http://www.quordy.com/">Quordy </a>on the iPhone in 60 seconds.  I thought 30 was good until my wife told me she regularly gets 60.  Remove the timer and I know I can beat her (well in my head anyway).</p>
<p>According to Teresa</p>
<blockquote><p>Having to beat a timer can give some players a thrill. There’s that rush of adrenaline that comes with barely squeaking by in the last few seconds, and the joy of finally beating a difficult level after several attempts. This thrill appeals to many players, but by no means to all of them.</p></blockquote>
<p>In her article Teresa reviewed feedback from casual gamers in online forums and found they are seeking more "relax" modes in their favorite games.  </p>
<blockquote><p>Many users are clamoring for options that allow them to tailor the games they purchase to suit their mood and style of play. Some of the most outspoken users are disabled and would be happy to buy twice as many games as they do now if only those games had a few easy-to-add options</p></blockquote>
<p>Teresa believes developers can create alternative scoring methods to accommodate relax modes. Here is my shorthand on her tips:</p>
<ul>
<li><strong>Practice mode:</strong> Set a mode without a timer, or timer off.</li>
<li><strong>Expert, Normal, Easy, Relaxed Mode: </strong>If the game doesn’t make sense with no timer, give it a large time limit such as four or eight times that of Expert.</li>
<li><strong>Gold, Silver, Blue, Green: </strong>Let the player finish or play outside of a target time. Gold goes to those who finish within the target time etc</li>
<li><strong>Counting Hints:</strong> Allow the gamer to take his time and gather as many hints or hidden objects as possible</li>
<li><strong>Counting Unused Power-ups: </strong></li>
<li><strong>Counting Moves: </strong></li>
<li><strong>Counting Customers (Time Management Games): </strong>In time management games that have a goal of earning a target amount of money within a time limit, the relaxed mode might instead require that you earn that sum within a certain number of customers.</li>
</ul>
<p>I think these make great sense and lend themselves to a casual portable gaming experience. Relaxed mode scoring could also involve social gaming, i.e. send your result to a friend, have them beat you and so on.  No timer needed, just one ups-man-ship.  That’s how my daughter and I play I SPY; I found 8, I found 10, and so on.    </p>
<p>I can also imagine save points and check points in some of these scenarios as a way to reduce long game play, when you're trying to have a quick break.</p>
<p>Teresa concludes </p>
<blockquote><p>There is a growing pool of potential customers for games that are not fast-paced. In as much as it is quite easy to implement some type of relaxed mode without affecting the basic gameplay, doing so promises increased sales and profits for minimal investment</p></blockquote>
<p>I have to agree. As games are developed for the convenience and portability of Netbooks, MIDs and handhelds, you have to consider games modes that aid a simple break away from the day, similar to getting off a quick Tweet or checking your Facebook status.  As Teresa notes, these can be "relax" modes you adopt for standard games. </p>
<p>And for me, relax modes mean I don’t up my blood pressure while killing time in a doctors waiting room.. seriously I can't figure how she averages 60 words in 60 seconds.</p>
<p><strong>Relavant Links</strong></p>
<ul>
<li><a href="http://appdeveloper.intel.com/">Atom Developer Program</a></li>
<li><a href="http://appdeveloper.intel.com/en-us/sdk">Atom Developer SDK</a></li>
<li><a href="http://www.casualgamesassociation.org/index.php">Casual Gaming Association</a></li>
<li>Follow Intel's <a href="http://twitter.com/bobduffy">Bob Duffy </a>on Twitter</li>
</ul>
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		<title>Key highlights from the NAGFO Gaming and Animation Summit 2009, India</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/09/key-highlights-from-the-nagfo-gaming-and-animation-summit-2009-india/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/09/key-highlights-from-the-nagfo-gaming-and-animation-summit-2009-india/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 10:11:40 +0000</pubDate>
		<dc:creator>Preethi Raj (Intel)</dc:creator>
		
		<category><![CDATA[Events]]></category>

		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[Animation India]]></category>

		<category><![CDATA[Gaming India]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/09/key-highlights-from-the-nagfo-gaming-and-animation-summit-2009-india/</guid>
		<description><![CDATA[The NAGFO Gaming and Animation Summit was a huge success especially, day 2 of the conference focused on Game Development.  Targeted at game developers rather than decision makers this daylong conference was attended by 200 plus game developers and is a first for NAGFO. 
The highlight of the event was the keynote by Ernest Adams, [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="0in 0in 0pt;"><span style="small;">The NAGFO Gaming and Animation Summit was a huge success especially, day 2 of the conference focused on Game Development.  Targeted at game developers rather than decision makers this daylong conference was attended by 200 plus game developers and is a first for NAGFO. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="small;">The highlight of the event was the keynote by Ernest Adams, the founder and first Chairman of International Game Developers Association. In his keynote, he encouraged Indian developers to draw inspiration from India’s history and culture and design games that showcase to the world the richness of Indian culture. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="small;">The conference drew attention to the simultaneous growth witnessed across all gaming verticals in India over the past couple of years and how consumers today especially the youth is spending more on games. Currently PC &amp; online games along with mobile games dominate the Indian gaming industry. MMORPG was projected as the natural next step to explore for gaming companies with successful PC game titles.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="small;"><span style="Calibri;">Udaysimha, Program Manager and Mark Kim, Engineering Manager, Intel Corporation, shared some key insights from Korean and other Asian markets on the MMORPG evolution and best practices that Indian developers can adopt. Mark and Uday had an interactive session on the technical and content considerations that game studios in India will need to keep in mind, while building online games. Many interesting conversations were triggered off and many gaming companies expressed an interest to partner with Intel. If you are a gaming ISV in India and would like to partner with us, please send us a note<span style="#1f497d;"> to <a href="mailto:software.india@intel.com">software.india@intel.com</a> </span></span></span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="small;">Udaysimha and Imran Khan, Vice President Technology, FX Labs in another session spoke about the recent success of Ghajini, a game title (based on a Bollywood flick) that performed very well and far exceeded sales expectation. Imran spoke extensively on the game production pipeline and shared key learnings. He focused on the need to understand the target market and the hardware they consume before progressing on the game concept and the investments to be made. <span style="yes;"> </span>Also Imran spoke about his team’s collaboration with Intel to optimize the game. He stressed on the importance of incorporating the Quality Assurance (QA) function during the early stage of development where Intel was involved in helping his team put together a game QA lab which spanned three generations of PC platforms.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="small;">One of the other highlights was a panel discussion chaired by Dhruva Interactive's Rajesh Rao, which looked at the barriers and bottlenecks that are holding back the gaming industry in India.  The panel included Microsoft's Ashim Das Mathur, Games2win's Alok Kejriwal, Indiagames’ Samir Bangara and Sony Computer's Atindriya Bose. The discussion centered on the challenges of piracy, need to keep development costs low to ensure profitability and sell games at an affordable price tag, overcoming the negative parental mindset on gaming and the need to position game consoles as entertainment devices. Even the most promising segment of gaming on mobile phones has its own set of challenges. The addressable base is still quite small; with 60% of the mobiles phones not capable of downloading a game. Only 25% of the consumers are aware of the fact that they can download a game on their mobile phone while only 5% of them actually download games.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="AR-SA;">At the Intel booth, we gave delegates a chance to play the latest version of Resident Evil, for a taste of the Intel® Core<sup>TM</sup> i7 gaming experience. Also showcased for the first time in India was NCSoft’s Aion, the leading MMORPG in Korea. Many gaming enthusiasts took a stab at the game and enjoyed the experience. <span style="yes;"> </span>Overall it was a well organized event and my first brush with the gaming fraternity in India was quite exciting! The enthusiasm of the participating delegates was truly infectious!</span></p>
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		<item>
		<title>Visualize this! Agile tools in game development - a talk with Hansoft</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/03/visualize-this-agile-tools-in-game-development-a-talk-with-hansoft/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/03/visualize-this-agile-tools-in-game-development-a-talk-with-hansoft/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 20:39:53 +0000</pubDate>
		<dc:creator>Arti Gupta (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/03/visualize-this-agile-tools-in-game-development-a-talk-with-hansoft/</guid>
		<description><![CDATA[Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network.
Hello and welcome to another episode of Visualize this!.   My guest today is Patric Palm, CEO and co-founder of Hansoft.  Patric [...]]]></description>
			<content:encoded><![CDATA[<p>Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network.</p>
<p>Hello and welcome to another episode of <a href="http://www.intel.com/software/visualize-this">Visualize this!</a>.   My guest today is Patric Palm, CEO and co-founder of <a href="http://www.hansoft.se">Hansoft</a>.  Patric will be speaking with us today on the need to for agile tools for game development teams.</p>
<p><embed src="http://blip.tv/play/g5FLgayMCgA%2Em4v" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></p>
<p><strong><a href="http://blip.tv/file/get/ISNTV-VisualizeThis18PatricPalmCEOHansoftse480.mp4"> Download link to a high quality MP4 video file of the show (about 150MB)</a></strong></p>
<p><strong>Community News :</strong></p>
<p>--Mike Simpson from Creative Assembly started a <a href="http://software.intel.com/en-us/blogs/2009/10/02/its-not-the-movies/">blog </a>on the Intel software network Visual computing community.   You can read his blog <a href="http://software.intel.com/en-us/blogs/2009/10/02/its-not-the-movies/">here </a>Encourage you to leave your comments as well and if you want Mike to share his thoughts on a particular subject.  I am sure Mike will love to hear from you!<br />
--Want to remind our audience about <a href="ideazone.software. intel.com">Idea zone </a>-  this is an area where we encourage our community members to submit their ideas on intel products and tools.  There are various topics and each accepted idea is eligible to win a cash prize.  So check out <a href="ideazone.software. intel.com">idea zone </a> and enter your ideas!</p>
<p><strong>Show Questions : </strong></p>
<p>-- Tell us a bit about yourself and Hansoft?<br />
-- Is there a difference between agile methods in traditional development shops vs visual computing teams?<br />
-- Why is an agile/lean development tool needed for game /digital content creation companies?<br />
-- How would you recommend implementing a tool?<br />
-- what the the typical situations where teams have implemented a tool to manage their agile process<br />
-- Is there an ideal team size where a tool for managing the project is recommended?<br />
--How is Hansoft different from other agile products?</p>
<p>You can watch <a href="http://software.intel.com/en-us/articles/visualize-this/">Visualize This! </a> live alternate Tuesdays at 2:30PM Pacific on <a href="http://intel.com/software/tv">Intel Software Network TV</a>, our new 24/7 interactive video channel. Come chat with us, or browse the <a href="http://software.intel.com/en-us/articles/visualize-this/">On Demand section </a> to see past episodes of our shows.</p>
<p>You can also automatically receive new show episodes as the become available. Subscribe to <a href="http://feeds2.feedburner.com/ISNTV">the Intel Software Network TV feed</a> in your favorite aggregator (iTunes users, <a href="”itpc://feeds2.feedburner.com/ISNTV”">click here</a>), or <a href="http://feedburner.google.com/fb/a/mailverify?uri=ISNTV&amp;loc=en_US">sign up to get an email</a> when new episodes are posted.</p>
<p>Follow <a href="http://twitter.com/isntv">@isntv</a> on Twitter to get notified when a live show or event is about to happen on Intel Software Network TV. Don’t miss out!</p>
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		<title>Consumers deserve better than Proprietary Game Systems</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/02/consumers-deserve-better-than-proprietary-game-systems/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/02/consumers-deserve-better-than-proprietary-game-systems/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 21:19:16 +0000</pubDate>
		<dc:creator>Matt Ployhar (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Media]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[What If Software]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/02/consumers-deserve-better-than-proprietary-game-systems/</guid>
		<description><![CDATA[I’ve been immersed in the Gaming Industry now for nearly fifteen years. In that length of time I’ve played countless games on at least ten or more key gaming systems. (e.g. PC, Xbox/360, Wii, PS/2-3, NinDS, etc). I’ve attended well over sixty tradeshows and met with a few thousand great people representing well over three [...]]]></description>
			<content:encoded><![CDATA[<p>I’ve been immersed in the Gaming Industry now for nearly fifteen years. In that length of time I’ve played countless games on at least ten or more key gaming systems. (e.g. PC, Xbox/360, Wii, PS/2-3, NinDS, etc). I’ve attended well over sixty tradeshows and met with a few thousand great people representing well over three hundred companies spanning: Hardware, Graphics, OEMs, Game Publishers and Developers, etc. However; in all that time I don’t feel we’re any closer to fixing the biggest issue plaguing the Gaming Industry today as back when I first started. It boils down to this; do we really want to continue down the path of having multiple Proprietary Game systems &amp; having no standards in place? Do we really want to continue having to purchase two, three, four, or more gaming systems in perpetuity?  </p>
<p>What I’d like to see are the key stakeholders in the gaming industry start by considering the problem from the Consumer’s viewpoint &amp; wallet. Today if I’m a gamer-consumer I’m assaulted with an array of Game System choices. Unlike music or movies, in order to play the game I want I’m forced to make some hard choices. If I want to play the next Halo when it releases I have to buy an Xbox. If I want to play God of War I’ll likely have to buy a Playstation. If I want to play the next Zelda I’ll likely have to buy a Nintendo Wii. If I want to play World of Warcraft I’ll have to buy a PC or a Mac &amp; so on it goes. The irony is that these same key stakeholders in wanting to ‘wall off their gardens’ are actually costing themselves and the consumers more money in the end. Everyone in this current ‘fail-boat’ scenario is a loser. </p>
<p>Enough! Am I the only person that thinks this is a bit crazy and unfair to consumers? Imagine if we were to extend this same business model out to include movies &amp; or music? I’d have to buy three or more systems to play all my movies. I’d have to buy another three or more systems to play all my music. Imagine if this scenario extended broadly to certain broadcast networks (e.g. CBS, NBC, etc) and I then have to purchase separate TVs? In a word this is ‘nutty’. My living room would be stacked floor to ceiling with twenty or more media playback devices.</p>
<p>There is one platform device that has the ability to play all media (Games, Music, and Movies) very well so why not fix it? If I have to spell it out that would be a PC.  In order to do this though there would need to be some sort of Hardware and Software standards in place; likely set at a certain agreed upon cadence with all the key stakeholders. </p>
<p>Let me briefly touch upon and preempt the naysayers on two big topics that are bound to be mentioned for the PC.<br />
1) Piracy is killing PC gaming? Really? Do we ever hear about the impact of secondary sales on the Console? Ask yourself what is worse? I sold my old Console games on Craig’s list.  (Cha-Ching!) None of that money went back to the Game Developer or Publisher. Both are very serious issues though that I’ll tackle in a later blog. Fundamentally though Game Developers will most likely have to shift the value propositions of their games to the cloud &amp; or somehow stay tethered to the internet to combat Piracy. The Pirates only have themselves to thank for that one. We’re seeing Consoles jumping on that band wagon now. I’ve also mused about how the OEMs feel about Proprietary Gaming systems but I digress.<br />
2) Ease of use? Again … nothing a PC can’t handle here either. Time to load a game, menus and so on. The bulk of these issues are so easy to solve by following some game design 101 basics. A game on any platform should always work and be easily accessible. Solutions here are really not that hard. </p>
<p>So there you have it. Someday I hope to retire; and when I do walk into my local retail or etail store, I hope to be able to simply pick up the game, or download it, and have it work. I for one will definitely be averse to having to continue mixing and matching devices to games. Hopefully by then the gaming industry I’m so fond of will have matured a little by then. While I’m bound to hear primarily from industry insiders who I’d like to hear from the most is actually the gaming-consumers. How do you feel about all this?</p>
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		<title>What do you think is the most influential aspect of a game?</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/02/what-do-you-think-is-the-most-influential-aspect-of-a-game/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/02/what-do-you-think-is-the-most-influential-aspect-of-a-game/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 19:50:06 +0000</pubDate>
		<dc:creator>Steve Winburn (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/02/what-do-you-think-is-the-most-influential-aspect-of-a-game/</guid>
		<description><![CDATA[So I posted and asked what people thought some of the most influencual games where and why you play. I Did not want to rat hole that post so I am adding a second post as a follow up.
What do you think is most influential aspect of a game? The story, characters, game play,interface, options, [...]]]></description>
			<content:encoded><![CDATA[<p>So I posted and asked what people thought some of the most influencual games where and why you play. I Did not want to rat hole that post so I am adding a second post as a follow up.</p>
<p>What do you think is most influential aspect of a game? The story, characters, game play,interface, options, console availability, interaction, the audio? What is it that draws you and makes you want to play that game?</p>
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		<title>GPA 2.2: DX10 and Windows7 Support!</title>
		<link>http://software.intel.com/en-us/blogs/2009/11/02/gpa-22-dx10-and-windows7-support/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/11/02/gpa-22-dx10-and-windows7-support/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 19:21:19 +0000</pubDate>
		<dc:creator>Chris Cormack (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[gpa 2.2 graphics performance analyzers 3d game games optimization tool tools]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/11/02/gpa-22-dx10-and-windows7-support/</guid>
		<description><![CDATA[Hi all,

GPA 2.2 has been released with a few major pieces of new functionality.  First and foremost, GPA now supports DX10 across the entire tool suite.  You can now analyze DX10 games with both the System Analyzer and Frame Analyzer.  Secondly, GPA fully supports Windows7.  Finally, System Analyzer now supports "frame [...]]]></description>
			<content:encoded><![CDATA[<p>Hi all,</p>
<p>
GPA 2.2 has been released with a few major pieces of new functionality.  First and foremost, GPA now supports DX10 across the entire tool suite.  You can now analyze DX10 games with both the System Analyzer and Frame Analyzer.  Secondly, GPA fully supports Windows7.  Finally, System Analyzer now supports "frame based" metric counting.  Metrics in System Analyzer are no longer displayed in charts based on time, they are now displayed simply per frame.</p>
<p>
<b>The major features within the GPA Frame Analyzer that have been extended to support DX10 are:</b><br />
1) <b>Erg Bar Chart:</b> GS duration per draw call (along with VS and PS from DX9).<br />
2) <b>Erg Bar Chart:</b> GS duration within the GPU Breakdown chart option - now supports VS, GS, and PS all at the same time.<br />
3) <b>Scene Overview Spreadsheet View:</b> GS duration metrics along with VS and PS can be added as columns.<br />
4) <b>Details Tab:</b> GS duration is displayed as a cumulative sum across all selected draw calls.<br />
5) <b>Shader Tab:</b> Each GS is displayed and can be modified.<br />
6) <b>DX State Tab:</b> All DX10 states are available for viewing and modification.</p>
<p>
Remember, if you modify any resources in the GPA Frame Analyzer, the tool displays for you both the performance impact of your change (bar chart and scene overview) as well as the visual impact of your change (render target viewer).</p>
<p>
Download GPA 2.2 today on the <a href="http://www.intel.com/software/gpa">GPA webpage</a>.</p>
<p>
<b>Remember that GPA is free!</b></p>
<p>
<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/11/gpa_screenshot.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/11/gpa_screenshot-300x198.jpg" alt="" width="300" height="198" class="alignnone size-medium wp-image-11438" /></a></p>
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		<title>The Box or the Other Box, a PC and Console story....</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/30/the-box-or-the-other-box-a-pc-and-console-story/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/30/the-box-or-the-other-box-a-pc-and-console-story/#comments</comments>
		<pubDate>Fri, 30 Oct 2009 22:26:16 +0000</pubDate>
		<dc:creator>Steve Winburn (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/30/the-box-or-the-other-box-a-pc-and-console-story/</guid>
		<description><![CDATA[An Almost always ongoing topic here are some recent thoughts for the PC side which does not get a ton of attention.
PCs scale: Sure, it's a glass half-full or half-empty situation, because component upgrades often break your wallet. Question is, would you rather have a platform that can play nearly anything, past to present? Or [...]]]></description>
			<content:encoded><![CDATA[<p>An Almost always ongoing topic here are some recent thoughts for the PC side which does not get a ton of attention.</p>
<p>PCs scale: Sure, it's a glass half-full or half-empty situation, because component upgrades often break your wallet. Question is, would you rather have a platform that can play nearly anything, past to present? Or be locked into a totalitarian managed plastic mold that's only changed out once every half-decade or so? Ok so really every 3-5 years... </p>
<p>Emulation: So a major point for the PC is that you can grab an emulator and play any old console titles, or Arcade hit. A stack of ROMS, or cool emulation software and some Mountain Dew, excellent!</p>
<p>The Laptop: so not like the old days when your PC was a frankenstien creation and the size of small child. You can take your PC anywhere and with the tech today play almost any title on the right gaming laptop! Although I do not suggest sitting it on your lap! =)</p>
<p>Keyboard and mouse nough said: not much more to say here nothing todate is as great for interface controls. The Wii is good but come on I have never hit myself in the head with a mouse before! Plus you can use an Xbox 360 game pad on your PC also.....</p>
<p>Consoles get blue err red rings of death also! Plus they patch and update and need more hard drive space to save your game. Soooooooooooooo, ok next point.</p>
<p>PC will never go away: The console could disappear eventually for any muber of reasons, the PC however is major part of our lives, from work, to casual interface to too many You tube videos being shared and you can still fire up WOW and any other number of games. Also with the advent of the Spawn device you can soon play your console on you PC.</p>
<p>So this can go on forever; however I have a couple more points in defense of the PC and PC gaming.</p>
<p>First anything a console can do or play a PC can do it better, second the PC is the life blood of gaming as almost all of your game development is done on the PC and all your creativty is started on the PC and then ported to a console. For example take all of your Physcis solutions!</p>
<p>Finally PC titles are cheaper to make and cost less to buy and the big daddy of the topics! </p>
<p>Piracy its not just for PC's anymore: Console piracy rates barely touch the PC's large numbers, yet that is. The more people playing console games, the more the console titles get pirated and disc swithcing, Xbox hacking, workarounds come about. So the whole piracy does not happen on the console is a myth, much like Big Foot, the Loch Ness monster and thinking your cool cause your mom told you that you are!</p>
<p>Just my thoughts, what do you think.....</p>
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		<title>What do you see as the most influential and industry changing games of all time</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/29/what-do-you-see-as-the-most-influential-and-industry-changing-games-of-all-time/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/29/what-do-you-see-as-the-most-influential-and-industry-changing-games-of-all-time/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 23:57:16 +0000</pubDate>
		<dc:creator>Steve Winburn (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/29/what-do-you-see-as-the-most-influential-and-industry-changing-games-of-all-time/</guid>
		<description><![CDATA[The most influential and industry changing games of all time? I have seen this question come up a lot lately among people I chate with so i decided to post and ge some thoughts on it. The most influential games of all time are in my opinion Super Mario and then several titles by ID [...]]]></description>
			<content:encoded><![CDATA[<p>The most influential and industry changing games of all time? I have seen this question come up a lot lately among people I chate with so i decided to post and ge some thoughts on it. The most influential games of all time are in my opinion Super Mario and then several titles by ID software, like Doom, Quake and even their first title Commander Keen.</p>
<p>Basically you have to thank Super Mario for providing the inspiration to Carmack to create a rapid side scrolling game for the PC. This of course led to Wolfenstein, Doom, Quake etc which also led to ID software and Romero licensed the engine technologies to other developers.</p>
<p>This of course led to several other break throughs in development in PC games (like the Unreal engine) which made so may great console games popular and possible...</p>
<p>My thoughts anyway, what do you think?</p>
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		<title>Visualize this! GameDev.Net Trends and Challenges in Game Development</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/26/visualize-this-gamedevnet-trends-and-challenges-in-game-development/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/26/visualize-this-gamedevnet-trends-and-challenges-in-game-development/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 14:41:13 +0000</pubDate>
		<dc:creator>Arti Gupta (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/26/visualize-this-gamedevnet-trends-and-challenges-in-game-development/</guid>
		<description><![CDATA[Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network.
My guest today is Drew Sikora executive producer at Gamedev.net.  Drew will speak about the trends and challenges in game development

Download link to [...]]]></description>
			<content:encoded><![CDATA[<p>Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network.</p>
<p>My guest today is Drew Sikora executive producer at Gamedev.net.  Drew will speak about the trends and challenges in game development</p>
<p><embed src="http://blip.tv/play/g5FLganUQQA%2Em4v" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></p>
<p><strong><a href="http://blip.tv/file/get/ISNTV-VisualizeThis383.mp4">Download link to a high quality MP4 video file of the show (about 150MB)</a></strong></p>
<p><strong>Community News :</strong><br />
--I had recently spoken with Ganesh Rao and Kath Knobe about Concurrent Collections for C++.  New version .4 of intel concurrent collections for c++ is available at<br />
http://software.intel.com/en-us/articles/intel-concurrent-collections-for-cc/</p>
<p>--We have some new articles published on the site.<br />
          --Total War: The Return of Operation Flashpoint*:  hptp://software.intel.com/sites/billboard/game-gallery/operation-flashpoint-dragon-rising.php#/featured-article<br />
            --Resident Evil* 5 Takes Full Advantage of Intel® Core™ i7 Processors:  http://software.intel.com/sites/billboard/game-gallery/resident-evil-5.php#/featured-article<br />
            --Wolfenstein: Rebuilt From the Ground Up for Today’s Hardware:   http://software.intel.com/sites/billboard/game-gallery/wolfenstein.php#/featured-article</p>
<p>--The Intel Partner Program has a new campaign called <a href="http://www.intel.com/partner/succeed">Succeed</a>.   Now through Dec 31st each project completion report is eligible to win.  There is also a graphics category for our visual computing audience.  Check out more details <a href="http://www.intel.com/partner/succeed">here</a></p>
<p>Questions :<br />
1)	Tell us about yourself and gamedev.net (you can touch upon your role and some background on gamedev.net)<br />
2)	You talk to a variety of game developers.  What direction do you see game development heading in terms of genre, hardware, game engines, etc.?<br />
3)	Cross platform game development is becoming increasingly important as we move games to handhelds.  We at Intel have a vested interest on higher end gaming platforms, what are your thoughts/view on the lower end platforms like Wii, iPhone, netbooks?<br />
4)	What are the biggest challenges that game developers have today?<br />
5)	How might Intel help solve any of those challenges with tools, sample code, trainings, etc.?<br />
6)	Intel runs an annual game contest like LevelUp 2009,  are there any suggestions you have on changes to this contest or how it compares to other contests?<br />
7)	What drives/attracts today’s game developer?<br />
8)	On the Intel Visual computing community we are always striving to provide interesting game sample code or tools.  Do you have any thoughts on what developers are looking for?<br />
9)	You run a successful game development portal.  What has been the key areas that make it so attractive to game developers?</p>
<p>You can watch <a href="http://software.intel.com/en-us/articles/visualize-this/">Visualize This! </a> live alternate Tuesdays at 2:30PM Pacific on <a href="http://intel.com/software/tv">Intel Software Network TV</a>, our new 24/7 interactive video channel. Come chat with us, or browse the <a href="http://software.intel.com/en-us/articles/visualize-this/">On Demand section </a> to see past episodes of our shows.</p>
<p>You can also automatically receive new show episodes as the become available. Subscribe to <a href="http://feeds2.feedburner.com/ISNTV">the Intel Software Network TV feed</a> in your favorite aggregator (iTunes users, <a href="”itpc://feeds2.feedburner.com/ISNTV”">click here</a>), or <a href="http://feedburner.google.com/fb/a/mailverify?uri=ISNTV&amp;loc=en_US">sign up to get an email</a> when new episodes are posted.</p>
<p>Follow <a href="http://twitter.com/isntv">@isntv</a> on Twitter to get notified when</p>
]]></content:encoded>
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		<title>Performance per Watt: Hey, I already know it’s important, don’t I? (The intro, part I)</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/22/performance-per-watt-hey-i-already-know-its-important-dont-i-the-intro-part-i/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/22/performance-per-watt-hey-i-already-know-its-important-dont-i-the-intro-part-i/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 19:41:10 +0000</pubDate>
		<dc:creator>Taylor Kidd (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Mobility]]></category>

		<category><![CDATA[Parallel Programming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[applications]]></category>

		<category><![CDATA[energy efficiency]]></category>

		<category><![CDATA[power]]></category>

		<category><![CDATA[power management]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/22/performance-per-watt-hey-i-already-know-its-important-dont-i-the-intro-part-i/</guid>
		<description><![CDATA[What is performance per Watt?
Performance per Watt is pretty straight forward when you first look at it. Then you begin to sink in the quicksand you’ve blithely walked into. The panic sets in as you sink lower and lower. Eventually you decide to ignore the whole complicated mess and go back to saying to yourself [...]]]></description>
			<content:encoded><![CDATA[<p>What is performance per Watt?</p>
<p>Performance per Watt is pretty straight forward when you first look at it. Then you begin to sink in the quicksand you’ve blithely walked into. The panic sets in as you sink lower and lower. Eventually you decide to ignore the whole complicated mess and go back to saying to yourself how straight forward it is. Of course, deep within your heart of hearts, you know that it’s not.</p>
<p>For most of us, performance per Watt is nothing more than how much our computer can get done on a given battery charge.</p>
<p>Let’s dissect this a little further and try to get down to something a little more concrete. The real problem with the above very general description is that it makes intuitive sense but not engineering sense. We need to take it apart and put it in more engineering terms.</p>
<p>A Watt is how much energy you’re using per second. It’s the rate of energy consumption. Why is this important? Well, are we asking about how much our computer can get done given so much energy (Joules)? Or are we asking how much our computer can get done when fed energy at a certain rate (Watts)? What’s the difference? The first is easier to understand. Let’s say we’re using a laptop. Then the first asks how much can we get done for a certain battery size.</p>
<p>So what’s wrong with the second? It’s a rate. You might say that to get performance per Watt, all we have to do is to divide the number of cycles executed over the life of our battery with the energy in the battery. Even neglecting the fact that we haven’t quantified what “performance” is, we run into a problem. Rates are good when considering steady state situations, but typical client usage – servers are different – is anything but steady state. This means that performance per Watt is dependent upon a whole lot of factors. These are things like the type of user / application suite you typically run, the OS you use and its power policy, your processor architecture, the peripherals you have, etc. It gets messy fast.</p>
<p>And we haven’t even tried to figure out what “performance” means in the context of power.</p>
<p>So what’s the conclusion? Do we forget performance per rate of energy usage (Watt) and just go with how much we can get done given so much energy (e.g. how big of a battery you have)? Unfortunately not. If we can quantify the rate of energy consumption then we can theoretically calculate the energy consumed by a whole host of different users, e.g. business vs home users, nerd vs coffee shop users, etc.</p>
<p>Next: A high-level look at performance</p>
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		<title>Performance per Watt: Hey, I already know it’s important, don’t I? (The preface)</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/14/performance-per-watt-hey-i-already-know-its-important-dont-i-the-preface/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/14/performance-per-watt-hey-i-already-know-its-important-dont-i-the-preface/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 23:23:26 +0000</pubDate>
		<dc:creator>Taylor Kidd (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Mobility]]></category>

		<category><![CDATA[Parallel Programming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[applications]]></category>

		<category><![CDATA[energy efficiency]]></category>

		<category><![CDATA[power]]></category>

		<category><![CDATA[power management]]></category>

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		<description><![CDATA[One of the big advantages of blogging is that I can write about anything I want, as long is it doesn’t violate any Intel conduct rules, refer to any competitors, reveal any confidential information, insult anyone, compliment people (yeah, I said compliment), and so on and so on and so on. Outside of that, I [...]]]></description>
			<content:encoded><![CDATA[<p>One of the big advantages of blogging is that I can write about anything I want, as long is it doesn’t violate any Intel conduct rules, refer to any competitors, reveal any confidential information, insult anyone, compliment people (yeah, I said compliment), and so on and so on and so on. Outside of that, I have a free hand.</p>
<p>This next series of articles is a case in point. I’m going to talk about performance per Watt. Why? Because I’m thinking about it. And I’m working on setting up some experiments. And I want to exploit…uh, I mean take advantage…of all you wonderful people out there to figure out what the heck I’m doing.</p>
<p>In this first article, I’m going to provide motivation on why performance per Watt, or something equivalent, is important. And I’m going to write it even if many (or most) of you think it’s obvious.</p>
<p>This brings up the flip side of blogging. A big advantage of being a blog reader is that you don’t have to listen to me repeat the apparently obvious or the boring.</p>
<p>So let’s have at it.</p>
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		<title>Round and Round, In and Out</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/13/round-and-round-in-and-out/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/13/round-and-round-in-and-out/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 21:30:18 +0000</pubDate>
		<dc:creator>Judy Hartley (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Mobility]]></category>

		<category><![CDATA[Open Source]]></category>

		<category><![CDATA[Software Engineering]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[graphics]]></category>

		<category><![CDATA[OpenGL]]></category>

		<category><![CDATA[OSG]]></category>

		<category><![CDATA[programming]]></category>

		<category><![CDATA[Visual Adrenaliine]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/13/round-and-round-in-and-out/</guid>
		<description><![CDATA[If you have been following my blogs, you know that I am porting a DirectX-based demo application to OpenGL as the first phase in the project to play the app on a netbook with an Atom processor.  If you’ve missed a few or would like to read all of my blogs pertaining to this [...]]]></description>
			<content:encoded><![CDATA[<p>If you have been following my blogs, you know that I am porting a DirectX-based demo application to OpenGL as the first phase in the project to play the app on a netbook with an Atom processor.  If you’ve missed a few or would like to read all of my blogs pertaining to this project, I have provided links to the previous entries at the end of this blog.<br />
As of the last blog, I have the objects rendering and the cannon moving in conjunction with the mouse movements.  Writing this reminds me that there is one more bit of code I put into the project that I should mention.  I don’t want the user being confused as to the slight difference between the cannon position and the mouse cursor, so I inserted the last line shown in the code snippet below:<br />
<div id="attachment_10657" class="wp-caption aligncenter" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/hidecursor.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/hidecursor-300x92.jpg" alt="code used to hide the cursor" width="300" height="92" class="size-medium wp-image-10657" /></a><p class="wp-caption-text">code used to hide the cursor</p></div></p>
<p>As you can see, I create a pointer to a Graphics Window object and I set the “useCursor” option to false.  This hides the cursor so the user can focus on where the cannon is positioned, rather than the cursor.  Another bit of code I added sets the starting position of the cursor to the middle of the screen.  Because I start the application with a window that is 800x600, the beginning position is (400, 300).  I originally set this position to (0,0) since when you are setting angles, the center point is (0,0).  However, it turns out that this is not correct for setting this function.  Here’s the line that sets the cursor:</p>
<div id="attachment_10658" class="wp-caption aligncenter" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/centercursor.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/centercursor-300x45.jpg" alt="code used to center the cursor" width="300" height="45" class="size-medium wp-image-10658" /></a><p class="wp-caption-text">code used to center the cursor</p></div>
<p>One thing I discovered is that you have to set this cursor position AFTER the window is realized, even though you hide the cursor previous to this.<br />
Now that I have the cannon moving with the mouse and the camera following the cannon, I want to be able to move the cannon to the right and left as well as backwards and forwards.  Although the cannon will move to the “right” or “left”, the actual movement I want to generate is a circular movement around the central object which is the castle.  So the center of this circle is (0, 0, 0).  The cannon is originally positioned at (2000, 9000, 180).  At first I was thinking that the radius of the circle would be 9000.  Remember, in OSG the ‘z’ axis is up, so the ‘y’ axis is the “distance” direction (for lack of a better description).  The actual radius of my circle, then, is found by use of the Pythagorean Theory.  The equation is below:<br />
<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/equation.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/equation.jpg" alt="" width="242" height="38" class="aligncenter size-medium wp-image-10659" /></a></p>
<p>The radius then turns out to be approximately 9219.544.  Using the radius as the distance from the Castle leaves me with the following code:<br />
<div id="attachment_10661" class="wp-caption aligncenter" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/rightandleft.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/rightandleft-300x182.jpg" alt="Moving the Cannon Right and Left" width="300" height="182" class="size-medium wp-image-10661" /></a><p class="wp-caption-text">Moving the Cannon Right and Left</p></div></p>
<p>The change in location around the diameter of the circle with a radius of 9219.544 is determined by dividing 2PI by  one less than an arbitrary number (g_scnNumCircleDivisions).  The sin of this value is then multiplied by the radius found in the global “g_fDistanceFromCastle” .  The height above ground is retained from the original position of the cannon.  This vector is added to the circle center vector to obtain the correct position around the circle.  I use  “g_v3TerrainPos” as the center mark because it is centered on (0, 0, 0).  To circle right, I add the delta amount to the total angle and to circle left I subtract it from the total.<br />
 The code for moving forward and backward is pretty much the same as above except that the changing value is the distance from the Castle (g_fDistanceFromCastle).  This section also clamps the distance value so that the cannon cannot get too close or too far away from the castle.  The code follows:</p>
<p><div id="attachment_10662" class="wp-caption aligncenter" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/frontandback.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2009/10/frontandback-300x167.jpg" alt="Code used to move the Cannon Forward and Back" width="300" height="167" class="size-medium wp-image-10662" /></a><p class="wp-caption-text">Code used to move the Cannon Forward and Back</p></div><br />
Now the cannon is pretty flexible so the time has come to animate the bugs in their various paths.  That will be the subject of my next blog.  </p>
<p>For those of you who missed the previous blogs, here are some links:</p>
<p><a href="http://software.intel.com/en-us/blogs/2009/05/26/threaded-graphics-to-mid-a-new-journey/">Blog 1:</a> "Threaded Graphics to MID: A New Journey"<br />
<a href="http://software.intel.com/en-us/blogs/2009/08/04/from-directx-to-opengl-wheels-up/">Blog 2: </a> "From DirectX to OpenGL - Wheels Up"<br />
<a href="http://software.intel.com/en-us/blogs/2009/08/18/opengl-graphic-formats-and-conversion/">Blog 3:</a> "OpenGL Graphic Formats and Conversion"<br />
<a href="http://software.intel.com/en-us/blogs/2009/09/09/scene-graphs-and-instancing/">Blog 4:</a> "Scene Graphs and Instancing"<br /><a href="http://software.intel.com/en-us/blogs/2009/09/29/load-follow-or-get-out-of-the-way/">Blog 5:</a> "Load, Follow, or Get Out of the Way" </p>
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		<title>Intel’s® Atom™ processor CE4100, Gametree.tv and Online gaming, goodbye to consoles?</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/13/intels-atom-processor-ce4100-gametreetv-and-online-gaming-goodbye-to-consoles/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/13/intels-atom-processor-ce4100-gametreetv-and-online-gaming-goodbye-to-consoles/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 19:53:09 +0000</pubDate>
		<dc:creator>Arti Gupta (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Visual Computing]]></category>

		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/13/intels-atom-processor-ce4100-gametreetv-and-online-gaming-goodbye-to-consoles/</guid>
		<description><![CDATA[Intel recently unveiled the Intel® Atom™ processor CE4100, the newest System-on-Chip (SoC) in a family of media processors designed to bring Internet content and services to digital TVs, DVD players and advanced set-top boxes.  Also, Intel has invested $500K in TransGaming a Canada based company which is launching an on demand gaming service called [...]]]></description>
			<content:encoded><![CDATA[<p>Intel recently unveiled the Intel® Atom™ processor CE4100, the newest System-on-Chip (SoC) in a family of media processors designed to bring Internet content and services to digital TVs, DVD players and advanced set-top boxes.  Also, Intel has invested $500K in TransGaming a Canada based company which is launching an on demand gaming service called Gametree.tv.  If successful could this eliminate the need to buy separate consoles like a PS3 or Wii?  </p>
<p>I have in the past paid for subscription services like Netflix and Blockbuster for movie rentals.    This makes sense if you are an avid movie watcher and get the convenience of renting by mail, locally or watching streamed.   The thought has often crossed my mind on why something like this is not available for games.  The current model where you buy a console and then are limited to games for that console only seems too heavy and “unstreamlined”.  And if you have a family with teenagers you can relate to having 3 current game consoles (I have a PS3, PS2, Nintendo Wii, Nintendo Gamecube, Sony PSP, Nintendo DS and all previous versions of Nintendo consoles) you have to wonder why we can’t have a service that combines these so we don’t have so much hardware to store (except maybe handhelds where the usage model is different).  </p>
<p>Also take into account that you buy a game for $40-$50 vs a subscription service that offers a multitude of games seems like a win win for the consumer.  Now how about the game companies and publishers?  </p>
<p>Granted that each publisher and console company wants their share but maybe by combining their games in a subscription pool there can be cost benefits by getting games to audiences that may have never played their game due to the cost of buying yet another new game.  This should be an attractive option to smaller game publishers to get their games to a large audience without having them buy a lesser known game.  </p>
<p>We are moving towards an era of consumer electronics that move away from the linear model to a multi streamed internet model with a wide variety of choices like internet, 3d gaming, social media to complement the TV.  An online gaming subscription service seems to be where we will be in the future.    </p>
<p>Your thoughts?</p>
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