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	<title>Intel Software Network Blogs &#187; Gaming</title>
	<atom:link href="http://software.intel.com/en-us/blogs/category/gaming/feed/" rel="self" type="application/rss+xml" />
	<link>http://software.intel.com/en-us/blogs</link>
	<description></description>
	<pubDate>Fri, 06 Nov 2009 23:30:30 +0000</pubDate>
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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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		<item>
		<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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		<item>
		<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>
]]></content:encoded>
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		<item>
		<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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		<item>
		<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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		<item>
		<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>
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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 Prog. &amp; Multi-Core]]></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>

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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>

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

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		<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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		<title>Got Multicore Data Parallel Woes?</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/09/got-multicore-data-parallel-woes/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/09/got-multicore-data-parallel-woes/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 22:22:45 +0000</pubDate>
		<dc:creator>Rita Turkowski (Intel)</dc:creator>
		
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			<content:encoded><![CDATA[<p>Sign up here: <a href="http://makebettercode.com/ct_tech/survey">http://makebettercode.com/ct_tech/survey</a>.</p>
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		<title>Visualize this!  Building the future Virtual Worlds</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/07/visualize-this-building-the-future-virtual-worlds/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/07/visualize-this-building-the-future-virtual-worlds/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 03:26:08 +0000</pubDate>
		<dc:creator>Arti Gupta (Intel)</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

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

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/07/visualize-this-building-the-future-virtual-worlds/</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.
Our guest today is Robert Adams, a research engineer at Intel. Robert will talk to us about the research happening at Intel in the [...]]]></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>Our guest today is Robert Adams, a research engineer at Intel. Robert will talk to us about the research happening at Intel in the area of Virtual worlds.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://blip.tv/play/g5FLgaDsVQA%2Em4v" /><embed src="http://blip.tv/play/g5FLgaWFDQI%2Em4v" type="application/x-shockwave-flash" width="640" height="368" allowscriptaccess="always" allowfullscreen="true"></embed></ br><br />
</ br><br />
<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></p>
<p>-- The Intel Atom Developer Program was announced at IDF last week. Where developers can signup and start developing apps – <a href="http://appdeveloper.intel.com">check it out </a></p>
<p>--Videos from the Intel developer forum held last week in San Francisco are now becoming available.  One of interest to game developers is Paul Lindberg (Smoke optimization with Intel tools) which I mentioned in my talk with Paul in the last show.  You can watch the video at the url on the screen,  I will also include this in my show notes<br />
<a href="http://software.intel.com/en-us/videos/optimizing-a-video-game-smoke-fanning-the-flames-to-really-make-it-burn-part-1">Fanning the flames to really make it burn</a></p>
<p>–Intel has invested $500,000 in TransGaming, a Canada-based company focused on bringing PC games to other platforms like Mac, Linux, and -- eventually -- television sets as an "on-demand" service.  TransGaming is developing GameTree.tv, which will allow players to instantly load up a wide variety of games to play using their television sets but instead of using cloud computing it will do game rendering client-side, using Intel's own "system on a chip" architecture. Intel separately announced today that those compact, graphics-oriented chips would be integrated into forthcoming HDTV sets.</p>
<p>Read the story <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25401"> here </a></p>
<p><strong>Show Questions : </strong></p>
<p>--tell our listeners about your role, what do you do?<br />
--You mentioned you are working on virtual worlds – tell us a bit more about what this is and how this is linked with visual computing<br />
--what are the challenges you face today with virtual worlds<br />
Scalability (granularity, interaction and fidelity)<br />
--can you speak more to each of the above challenges<br />
--How is your research trying to address the challenges above?<br />
--you mentioned that you are working on 3 aspects of the problem,<br />
--Dynamic partitioning<br />
--Reduction pipeline<br />
--aggregation.  Can you tell us how these help?<br />
--You are also doing some work on interoperability, can you give more details here?<br />
--how does larrabee help with virtual worlds challenges?</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>Application for Ct beta program now available on-line</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/02/application-for-ct-beta-program-now-available-on-line/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/02/application-for-ct-beta-program-now-available-on-line/#comments</comments>
		<pubDate>Sat, 03 Oct 2009 03:03:38 +0000</pubDate>
		<dc:creator>Rita Turkowski (Intel)</dc:creator>
		
		<category><![CDATA[Cool Software]]></category>

		<category><![CDATA[Financial Services Industry]]></category>

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

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

		<category><![CDATA[Parallel Prog. &amp; Multi-Core]]></category>

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

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/02/application-for-ct-beta-program-now-available-on-line/</guid>
		<description><![CDATA[Hey, check out the newly updated Intel's Ct website. We've updated it so folks interested in the beta, coming out later this year, may apply for beta consideration online. Please visit the website to register. We are receiving and reviewing applicants now for potential inclusion in the Ct beta engagement program. Note that applying does not guarantee acceptance into [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal"><span style="x-small;"><span style="10pt;">Hey, check out the newly updated <a href="http://software.intel.com/en-us/data-parallel">Intel's Ct website</a>. We've updated it so folks interested in the beta, coming out later this year, may apply for beta consideration online. Please visit the website to <a title="http://software.intel.com/en-us/data-parallel" href="http://software.intel.com/en-us/data-parallel"><span style="#800080;">register</span></a>. We are receiving and reviewing applicants now for potential inclusion in the Ct beta engagement program. Note that applying does not guarantee acceptance into the beta.</span></span></p>
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		<title>It's not the Movies</title>
		<link>http://software.intel.com/en-us/blogs/2009/10/02/its-not-the-movies/</link>
		<comments>http://software.intel.com/en-us/blogs/2009/10/02/its-not-the-movies/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 20:54:21 +0000</pubDate>
		<dc:creator>mikesimpson</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

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

		<category><![CDATA[Mike Simpson]]></category>

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		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2009/10/02/its-not-the-movies/</guid>
		<description><![CDATA[It's a funny business, making games. In one week this year the Empire team had artists illustrating game events by painting epic scenes in the style of old masters, and doing it so well they might be mistaken for originals. Modellers were creating 3d ships based on original ship plans licensed from the National Maritime [...]]]></description>
			<content:encoded><![CDATA[<p>It's a funny business, making games. In one week this year the Empire team had artists illustrating game events by painting epic scenes in the style of old masters, and doing it so well they might be mistaken for originals. Modellers were creating 3d ships based on original ship plans licensed from the National Maritime Museum.  Animators were setting up for a motion capture shoot, checking that the actors were all set and the scripts rehearsed and ready. We had teams of programmers busy creating new suburbs and fixing potholes in the millions of lines of code that is the empire codebase city. We had writers adding to the 4 novels worth of text carefully crafted from raw wit and eloquence, and linguists translating it in to a dozen or more languages.  Our musicians were trying to figure out how to write oft repeated background music that conveys theme and mood without permanently burning it in to the player's brain.  The Foley guys had dragged in an old dishwasher that they intended to smack with sledgehammers - I'm not sure what that was for. The tech guys from Intel were visiting, along with an assault team from Sega’s core tech group, helping the engine team squeeze the pips out of Intel’s integrated graphics hardware. Our historians were researching the finer details of the defences of 1750's Quebec, and an ex-management consultant was tweaking our mathematical models of 18th Century economics. Our AI guys were busy containing  a "desires" subsystem that had gone chaotic. We ran out of address space again.  We hired the Slovak national orchestra for three days, and a belly dancer for one.  </p>
<p>It was an interesting week, but a typical one. We were working on Empire: Total War, an epic strategy/simulation game based on the 18th Century. Considering it was a game about the great age of polymaths, it is perhaps fitting that it required a polymath team to execute it. </p>
<p>It’s tempting to think of games as just another medium, one that is taking people away from music, TV and movies as a source of entertainment. But there are things we can’t do in games that you can do in movies. Schindler’s List is a good example – it’s a story you can tell to great effect in a movie, but it would be utterly unacceptable in any form in a game. The difference is that the movie is passive, but a game is active. You participate and make choices, and bear some moral responsibility for those choices.</p>
<p> We had to solve this problem with Empire with slavery. It’s a central factor in the 18th Century history of Europe and America, but a large portion of our audience would put it in the same category as the holocaust – any active participation in slavery in a game would be completely unacceptable, and yet we pride ourselves on the historical accuracy of our games. How can we model 18th Century transatlantic trade and the role of slavery in the economic development of the 13 Colonies without slavery? Is leaving it out editing history and potentially as offensive as putting it in?  Do we become “slavery deniers” if we don’t allow the player to build his empire on a slavery driven economy? </p>
<p>In the end we found a reasonable compromise – slavery is there, bit it’s a passive feature, not something the player actively engages in. The player does however actively engage in its abolition, and the prestige gained from being the first nation to do this contributes to victory. </p>
<p>Maybe a movie might bring together almost the same variety of skills, but only games development has large numbers of the nerdiest of coders working alongside the most voguish artists and musicians. We end up with a group of people who are collectively average, but individually all extreme. It’s a recipe for a team that is way, way more than the sum of the parts.</p>
<p>It’s the coders that glue together the rest of the team. Nothing gets in the game without a piece of their code ripping it up, transforming, compressing, sorting, indexing, caching, accessing,  decompressing, combining,  transforming again, reassembling, post processing and pushing it out through a piece of hardware.  How well they do that is a multiplier on the quality of the raw material, and the quality of the raw material fed to the programmers is multiplied by how well the designers and artists have interpreted and an expanded the initial concept into fine details. </p>
<p>The net result is that a given high level design can turn out either brilliant or atrocious, depending on how good the team are. The same is true for movies – it’s the quality of the director, the actors, the writers, and the production team that make a great movie, not the 5 minute pitch the execs base their initial decisions on.  Most decisions based on pitch quality are bad ones, and a string of  bad decisions on new IP makes the execs mistrust new IP rather than their own decision making process.</p>
<p>The end result of this for both industries is endless remakes and sequels. I’m sure the frustration of this is one thing we share.</p>
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