Stories from November 21st, 2011

Autodesk 2012 Games Show Reel Call for Submissions

Autodesk is currently in the process of gathering up resources for their upcoming GDC2012 booth, and has asked the community to submit stills and video for inclusion not only at the conference, but on their website, Youtube channel, and more.

We’re especially interested in HD material. Of course, video submissions in other formats are still welcome. We’re also looking for your high-resolution images for inclusion in our marketing throughout the year. The deadline for video and imagery submissions is January 13, 2012.

via Autodesk – Games – Autodesk 2012 Games Show Reel Call for Submissions.

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Stories from March 4th, 2011

AMD Showcases New OpenCL Bullet Physics Plug-in for Maya 2011

Not wanting to let NVidia get all the hype for their announcements at GDC this week, AMD also announced new features in the OpenCL space.  One of interest to many is a new OpenCL-driven Bullet Physics plugin for Maya 2011.

“AMD is committed to collaborating with partners like Autodesk on industry standards and open-source software solutions that open up a world of vivid visual experiences,” said Janet Matsuda, general manager of AMD Professional Graphics. “This new plug-in will give CG content developers an open development path with OpenCL and a powerful solution for incorporating high-quality physics that offer realistic animation of how rendered objects move in a game or film.”

Unfortunately, it’s not standard with Maya2012 like the NVidia PhysX solution but it’s at least another option.

via AMD Showcases New Open Source Physics Plug-in for Autodesk Maya 2011 at Game Developers Conference.

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Stories from March 3rd, 2011

NVIDIA GDC 2011 Presentations Online

If you couldn’t make it to GDC this year, then head on over to  NVidia’s website where they already have streaming video of their biggest announcements and presentations online.  Already up Chris Doran’s presentations on porting Enlighten to CUDA, the Turbulenz Engine presentations, NVidia’s presentation on Parallel NSight, and details of the new NVidia PhysX integrations in 3dsMax2011.

NVIDIA @ GDC 2011 San Francisco, CA.

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Stories from March 23rd, 2010

NVIDIA’s Game Developers Conference 2010 Papers Online

NVidia has updated their website to include all of the powerpoint slides, papers, and videos from their GDC2010 presentations.  Some of these we have already covered (like yesterday’s APEX videos), but the full selection is now online (or coming online, actually) at NVidia’s website.

We want to thank all of you that attended the 2010 Game Developers Conference, and want to offer a special thanks to those that stopped by our booth in the Main Hall! We hope you enjoyed the variety of presentations we had to offer, and welcome any feedback or suggestions you can offer to us for next year through our NVIDIA Developer Forums. We look forward to seeing you next year!

via NVIDIA @ Game Developers Conference 2010.

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Stories from March 15th, 2010

NVIDIA @ GDC: Wrap-Up

GDC2010 is wrapping up and NVidia has updated hteir NTersect blog with a short video and photo slideshow of the big weekend at the conference.  In addition, they talk a bit about the Metro 2033 demo that was visible in their booth.

One of the biggest draws at our booth was Metro 2033. This game features every piece of technology NVIDIA is throwing at game developers today. We're talking PhysX, 3D Vision and DirectX 11 Tesselation. Running on the GeForce GTX 480, Metro 2033 has incredibly detailed environments, cloth animation and particle effects, sick 3D visuals, and ultra smooth character models.

Those of you that went to GDC2010, what was the most impressive thing you saw?

via nTersect Blog – NVIDIA @ GDC: Wrap-Up.

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Stories from March 13th, 2010

Sid Meier’s GDC 2010 Keynote

Sid Meier’s GDC2010 keynote, entitled “Psychology of Game Design: Everything You know is Wrong” was a great combination of his own successes with the Civilization series and some interesting, albeit comical, errors he made along the way.

Meier then went on to talk about his previous mistakes in video game development which he entitled “My Bad.” He mentions mistakes such as making the first Civ a real-time game and also mentioning a Dinosaur themed game that he attempted a while back which never took off for reasons he still cannot figure out. Of the mistakes he mentioned, the most hilarious was his story about development of the upcoming Civilization Network in which he added the ability for players to give gold to other players for various reasons. It turns out that no one decided to give any of their gold to anyone else!

CGSociety has a great writeup of his entire keynote, and GameSpot has the entire video online to view.  I’ve embedded it below.

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Stories from March 11th, 2010

Khronos unleashes OpenGL4.0 and OpenGL3.3 at GDC

OpenGL programmers at GDC should stop by room 123 of the Moscone Center to see Khronos presenting various aspects of OpenGL, OpenCL, and WebGL, and most importantly get an inside look at OpenGL3.3 and OpenGL4.0.  What’s new in OpenGL4.0 ?

OpenGL 4.0 further improves the close interoperability with OpenCL™ for accelerating computationally intensive visual applications.  OpenGL 4.0 continues support for both the Core and Compatibility profiles first introduced with OpenGL 3.2, enabling developers to use a streamlined API or retain backwards compatibility for existing OpenGL code, depending on their market needs.

You can just feel the influence of GPGPU in the air, can’t you?  The new OpenGL4.0 spec support 64bit double-precision shader operations (not needed for graphics, but mandatory for scientific computing), allowing OpenGL to both generate and render data, and new shader stages for offloaded geometry tessellation.

It’s a huge advance, although it will probably be a year or so before we see it in any product.  Read the full release after the break, and get the OpenGL4.0 spec at OpenGL.org.

Read more…

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Stories from February 5th, 2010

NVIDIA @ Game Developers Conference 2010

NVidia has announced the talks and presentations they’ll be giving at the upcoming GDC2010 in San Francisco, and it looks like it’s going to be full of the NVidia SDK’s (Apex, NSight, etc) along with several OpenCL and WebGL talks sponsored by Khronos.

Whether you’re a hardcore game developer looking into CUDA, or a visual artist looking for better ways to master shaders, we’ve got something for you at this year’s GDC. Bookmark this page to get the “last minute” updates on what NVIDIA has planned for GDC 2010. Below are the announced NVIDIA-sponsored sessions for GDC 2010, plus other recommended sessions and tutorials:

Looks March 11th is the day to go if you’re into NVidia gear.

via NVIDIA @ Game Developers Conference 2010.

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Stories from September 23rd, 2009

GDC China Speakers Announced

gdc-chinaGDC China is rapidly approaching, only a few weeks away, and the speakers have been announced and it’s a great list of experts in Game Design and Art from all of the major studios.

Chris Hecker will be presenting a session on the challenges and meaning of user-generated content in Spore, Colt McAnlis of Blizzard will be addressing the technical challenges of generating and affixing art to the massive terrains of World of Warcraft, and Tobias Dahl and Mikael Lagre of Dice EA will discuss the unique task of creating a robust perspective for Mirror’s Edge, a game emphasizing fluid first-person movement and perspective. Professionals from Activision, Take Two Asia, Volition and Ubisoft Chengdu will be among the full roster of speakers presenting varied and informative talks.

Headlining the solid roster of speakers is Jordan Mechner, the accomplished game designer, programmer, screenwriter, and creator of Prince of Persia who will be providing a keynote lecture titled “Prince of Persia: 20 Years From Game to Film.” The list of featured speakers at GDC China includes:

via CGSociety – CGD China Speakers.

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Stories from August 18th, 2009

Crytek: There May Not Be Next Gen

cevat-yerliCevat Yerli, co-founder of Crytek, spoke at the GDC Europe conference yesterday and dropped the ominous bomb that “there may not be a next-gen console), and points the finger of blame squarely at Nintendo.

Despite the criticisms the company has received over the years, Yerli said that Crytek will still focus on making its engines highly scalable–meaning that games of today will look even better two or three years from now while allowing older PCs to run the game admirably as well. He said this is partly due to the uncertainty of when next-gen consoles will be available. Although Crytek estimates 2012 or 2013, he also said that there’s a big debate on whether there will be a next generation at all thanks to the “relatively horsepower-light” Nintendo Wii.

Even after having said that, he went on to praise the power of GPU computing and recommended OpenCL.

via Crytek: There May Not Be Next Gen – Tom’s Hardware.

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