My guest is Tim Ernst, Production Director at Bedlam Studios.
Download Link - High Quality MP4 Video File (Large)
1. Can you tell us a little about Bedlam Studios and your role there?
The Intel Gaming and Graphics Samples team has just published another sample to coincide with one of our presentations
As part of our sponsored sessions, we had a presentation on using Intel Threading Building Blocks called Game Engine Tasking. It uses the concept of a task as found in TBB to enable better, more transparent scaling across available cores.
Early this month Intel held an event about the Sandy Bridge architecture and other near future developments. Attendees signed an NDA before entering the event and the material presented was really interesting to hear. The room was packed to no room with what looked to me like over 500 people sitting and listening.
I want to pre-announce another sample that will soon be available on ISN for download, certainly either during or right after GDC. And that brings up an interesting question, that of taxonomy of sample code. From the Intel Gaming and Graphics Samples team point of view, there are three categories for the sorts of code one could expect in a development kit: