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		<title>Refactoring for Task Concurrency</title>
		<link>http://domipheus.wordpress.com/2011/02/03/refactoring-for-task-concurrency/</link>
		<comments>http://domipheus.wordpress.com/2011/02/03/refactoring-for-task-concurrency/#comments</comments>
		<pubDate>Thu, 03 Feb 2011 19:51:25 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://domipheus.wordpress.com/?p=170</guid>
		<description><![CDATA[This is really more of a follow on from my previous article, Preparing for Parallelism. Some of the comments wanted more explanation, and an example of what I actually mean about the likes of incorrect data and controlling execution context. What I explained was a tips for a component/entity system, a task based one: concurrent [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=170&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>This is really more of a follow on from my previous article, <a title="Previous Article, Preparing for Parallelism" href="http://altdevblogaday.com/preparing-for-parallelism"> Preparing for  Parallelism</a>. Some of the comments wanted more explanation,  and an example of what I actually mean about the likes of incorrect  data and controlling execution context.</p>
<p>What I explained was a tips for a component/entity system, a task  based one: concurrent systems, running in parallel, and communicating  effectively between each other.  Fine-grained parallelism does not  apply. I also mentioned the fact that being able to accept, and properly  deal with out of date &#8216;incorrect&#8217; data can lead to some novel  opportunities for parallelism.</p>
<p>Not to say the methods I employ lead to perfect parallelism and  scalability, I do believe they allow for implementing a level of  concurrent operation in a cost-effective manner on current hardware,  without the hidden quirks that locks can have creep up on your frame  profile. I include &#8216;lock-free algorithms&#8217; in that, as those can cause  nasty contention issues. If you disagree, please comment, as I&#8217;m really  interested in hearing other opinions and experiences on the matter.</p>
<p>First of all, what changes are those that really make concurrent  execution hard, even if you allow for reading data which is possibly a  frame out of date?</p></blockquote>
<p>You can read the full article over at <a title="Link to full article" href="http://altdevblogaday.com/refactoring-for-task-concurrency">AltDevBlogADay.com</a>.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Preparing for Parallelism</title>
		<link>http://domipheus.wordpress.com/2011/01/19/preparing-for-parallelism/</link>
		<comments>http://domipheus.wordpress.com/2011/01/19/preparing-for-parallelism/#comments</comments>
		<pubDate>Wed, 19 Jan 2011 10:15:19 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
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		<guid isPermaLink="false">http://domipheus.wordpress.com/?p=144</guid>
		<description><![CDATA[Don&#8217;t worry, just parallelize everything and have it run over all the cores. Ouch. This is going to hurt. Invariably it does; when you end up having that really hard to find heap corruption issue, or when those odd pauses creep into the profiler when calling into that middleware. Parallel execution is tough at the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=144&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p><em>Don&#8217;t worry, just parallelize everything and have it run over all  the cores.<br />
</em></p>
<p>Ouch. This is going to hurt. Invariably it does; when you end up  having that really hard to find heap corruption issue, or when those odd  pauses creep into the profiler when calling into that middleware.  Parallel execution is tough at the best of times, and I think it is  harder in gamecode where the notion of a game-frame is key. Something I  have learned over the years looking at codebases is that many developers  do very little groundwork in preparation for parallel operation. Laying  some clear code foundations and keeping to a small set of rules can  result in less pain encountered in the long term.  In this post, I&#8217;m  going to share the main tips/rules I try to abide by when doing that  job; something I find myself doing often to increase the prospect of  allowing <em>more </em>parallelism.</p>
<p>These tips allow designing systems for parallel execution simpler,  but it is still not easy street. You need deep knowledge of the systems  you are working with, the data it touches, and above all understand what  makes things inherently serial. Also you need to understand how you are  going to achieve the parallelism; are you using multiple threads  running over multiple jobs, running a large subsystem for the most part  of a frame, or are you going to use the SPUs?</p></blockquote>
<p><em>You can read the whole post over at <a title="Preparing for Parallelism on AltDevBlogADay" href="http://altdevblogaday.com/preparing-for-parallelism">altdevblogaday.com</a>, where I am a contributor.<a title="Preparing for Parallelism on AltDevBlogADay" href="http://altdevblogaday.com/preparing-for-parallelism"><br />
</a></em></p>
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		<title>Clean code == Good logic</title>
		<link>http://domipheus.wordpress.com/2010/11/28/clean-code-good-logic/</link>
		<comments>http://domipheus.wordpress.com/2010/11/28/clean-code-good-logic/#comments</comments>
		<pubDate>Sun, 28 Nov 2010 21:40:05 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Code]]></category>
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		<description><![CDATA[A short post here, after some discussions I&#8217;ve had on twitter over the past week or two. I graduated nearly 5 years ago, and since then have seen lots of production source code, mainly high-performance/games related &#8211; real-time it must to go fast stuff. Since only five years ago I was a graduate, It&#8217;s quite [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=34&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>A short post here, after some discussions I&#8217;ve had on <a href="http://twitter.com/domipheus">twitter</a> over the past week or two. I graduated nearly 5 years ago, and since then have seen lots of production source code, mainly high-performance/games related &#8211; real-time it must to go fast stuff. Since only five years ago I was a graduate, It&#8217;s quite fresh<em>-ish</em> in my memory as to what sort of things were taught.</p>
<p><em><strong>DESIGN PATTERNS!</strong></em></p>
<p>Design patterns are something which have given me, and certainly many of my coworkers, a mountain of grief when it comes to getting performance from code. I can remember it being taught as some sort of rule book in University, something you can refer to when you have a certain logic issue, and then implement that pattern. Unfortunately this ideal exists now in many graduates, and therefore quite ingrained into current programming circles. In my opinion we have a bad habit: <em>a design pattern copy-paste culture</em>.</p>
<p>I&#8217;m not going to go into why some design patterns can cause havoc when you come to optimize; hell some may make it easier. It&#8217;s basically the lack of thought that now goes into implementations, meaning for example a generic pattern may be applied to a problem which really doesn&#8217;t need it. But this code is in the foundation of systems usually, the hardest part to modify given tight deadlines late on in a project.</p>
<p>Some may say that this runtime performance drop is a worthwhile price to pay for clean code; of course that is certainly not true in my line of work. For me the solving of a problem in a really efficient way for the hardware makes things nice, for others it&#8217;s hiding everything under a generic base, and having the source &#8216;look&#8217; nice (whatever the bloody hell <em>that</em> means). Don&#8217;t get me wrong, bad implementations have always existed; but I think the way design patterns are being taught is not helping.</p>
<p>Really, this is lie #1 from <a title="Mike Acton on twitter." href="http://twitter.com/mike_acton">Mike Actons</a> <a title="Three Big Lies: Typical Design Failures in Game Programming (GDC10)" href="http://www.insomniacgames.com/research_dev/articles/2010/1522262">GDC2010 &#8220;Three Big Lies in Game Development&#8221;</a> :<strong> <em>Software is not a platform</em></strong>.</p>
<p>One persons clean source code is someones elses nightmare, another&#8217;s &#8216;bad&#8217; source being an abomination to others. The fact here though is that regardless of how the source &#8216;looks and feels&#8217;, the compiler can generate pretty good source code for both implementations, and can try to optimize things as much as possible &#8211; obviously to the extent which the logic of the solution allows.  The real problem here is that a solution is defined by the logic, something the compiler cannot modify.</p>
<p>So,</p>
<blockquote><p><em>Whilst the compiler can generate &#8216;good&#8217; machine code from &#8216;bad&#8217; source code, it can <span style="text-decoration:underline;">not</span> replace bad logic with good logic</em>.</p></blockquote>
<p>I think that about says it all, really. Before you go pasting that Design Pattern into your project, really think: Does this solve the problem in the best possible way for my hardware?</p>
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		<title>Migrating scalar Vec4 classes to SIMD</title>
		<link>http://domipheus.wordpress.com/2010/11/26/migrating-scalar-vec4-classes-to-simd/</link>
		<comments>http://domipheus.wordpress.com/2010/11/26/migrating-scalar-vec4-classes-to-simd/#comments</comments>
		<pubDate>Thu, 25 Nov 2010 23:17:19 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Code]]></category>
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		<guid isPermaLink="false">http://domipheus.wordpress.com/?p=70</guid>
		<description><![CDATA[Something I have come up against at various times is when the Vector class (that is, a Vec3/4 etc, not a large storage container) is one implemented for a platform that supports SIMD, like altivec/vmx, but simply uses floats, aligned in a structure. Obviously this works just fine, however slow (even if you use vector [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=70&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Something I have come up against at various times is when the Vector class (that is, a Vec3/4 etc, not a large storage container) is one implemented for a platform that supports SIMD, like altivec/vmx, but simply uses floats, aligned in a structure.<br />
<pre class="brush: cpp;">
class Vector4 { public:  float x ALIGN(16), y, z, w;       /* insert operators, constructors, etc here */ };
</pre><br />
Obviously this works just fine, however slow (even if you use vector intrinsics in your operator methods, the compiler will probably force the data to memory, amongst many other things). When the time comes where you actually want to move over to using real hardware-supported vectors, passing in vector registers, the biggest issue seems to be that pretty much your whole codebase now accesses data via .x, .y, .z and .w .</p>
<p>One way to get it working is to union your vector float data member with the four scalar components, which at first glance seems like it should work fine, but in my experience most compilers just don&#8217;t seem to produce even semi-optimal code, so that option is completely out.</p>
<p>Most implementations using vmx types will offer  .SetX(float) and .GetX() methods which use correct intrinsics as to be optimal, but when migrating code over, having to separate the accesses into distinct read and write operations and handle them using different methods can be very time consuming. Sadly, there will always be source changes, but I would like to keep it to a minimum, so changing .x to be .x() would be ok, but it needs to work for both reading and writing.</p>
<p>One method is to have .x() return a float reference to the data at that element of the vector, like &amp;vec[1], blah blah. When I read this though it always worries me, as the statement involves addressof, which then implies memory. The compiler may be able to optimise as to not force anything into memory, but most times it doesn&#8217;t seem to be able to. This can always be our backup plan.</p>
<p>What I attempted was to make use of a temporary class returned by the x() method of the vector to indirectly modify a reference to our real vmx vector. Here is the basic code (just typed out, so sorry if it doesn&#8217;t compile-first-time on a copy and paste &#8211; <del datetime="2010-11-26T08:59:18+00:00">and sorry for the bad source formatting throughout, I need to set up some sort of WordPress plugin for that</del> &#8211; Thanks to spoofmeat in the comments for directing me to the correct sourcecode tag!<br />
<pre class="brush: cpp;">
VMXVectorClass {
  vec_float4 m128;

  template &lt;int element&gt;
  class dScalar {
  public:
    vec_float4&amp; v;
    dScalar(vec_float4&amp; _v) : v(_v) {}

    inline operator float() const { 
      return vec_extract(v,element);
    }

    inline float operator=(float f) { 
      vec_insert(f,v,element);return f;
    }
  }

  inline dScalar&lt;0&gt; x() { return dScalar&lt;0&gt;(m128); }

  inline dScalar&lt;1&gt; y() { return dScalar&lt;1&gt;(m128); }

  inline dScalar&lt;2&gt; z() { return dScalar&lt;2&gt;(m128); }

  /*the rest of the vector goes here*/

} __attribute__(aligned16, vecreturn, passinvector, etc);
</pre><br />
To my surprise, this worked very well in my simple test cases. The compiler optimised away the vec_float4 reference, everything passed in registers, good times. Obviously I need to look into this more to see if this is actually better than the simple returning of float-reference to vector in &#8216;memory&#8217;. One issue that I noticed immediately is you can&#8217;t use .x() into &#8230; argument calls, like printf. You must explicitly cast to float, which is obvious when you see what the code does &#8211; you don&#8217;t want the actual dScalar class itself passed into printf, you want the float.</p>
<p>I&#8217;d like feedback on what other folk have tried, and if they know of a good benchmark I could try this method on, especially interested to see if it is indeed any better than the simple float&amp; x() version. I had a look at some of the code generated and it didn&#8217;t seem too different from .SetX and .GetX explicitly, but a run-time example to test would be best, one that mixed significant non-scalar usage of the vectors along with the accessors, to make sure things were not being forced out of registers.</p>
<p>An interesting side-effect from using a temporary class: if it did turn out you needed to then migrate further over to the .SetX and .GetX methods at a later date, you could use this class to identify the cases that needed .SetX by adding the deprecated attribute to the operator= method, and then just work through the warnings.</p>
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			<media:title type="html">domipheus</media:title>
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		<title>Edinburgh Game Dev Meet</title>
		<link>http://domipheus.wordpress.com/2010/11/24/edinburgh-game-dev-meet/</link>
		<comments>http://domipheus.wordpress.com/2010/11/24/edinburgh-game-dev-meet/#comments</comments>
		<pubDate>Tue, 23 Nov 2010 23:54:36 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Edinburgh]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[GameDev]]></category>

		<guid isPermaLink="false">http://domipheus.wordpress.com/?p=64</guid>
		<description><![CDATA[It has finally happened. Edinburgh is soon to join the likes of Glasgow and Dundee who have BertWednesdays for their GameDev meetup banter: introducing @GameDevEd! @moggy has set up the twitter account, and it also has a facebook page. The first meetup is on the 30th November at The Cumberland Bar on Cumberland Street, it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=64&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>It has finally happened. Edinburgh is soon to join the likes of Glasgow and Dundee who have <a href="http://blog.bertwednesdays.com/">BertWednesdays</a> for their GameDev meetup banter: introducing <a href="http://twitter.com/GameDevEd">@GameDevEd</a>!</p>
<p><a href="http://twitter.com/moggy">@moggy</a> has set up the <a href="http://twitter.com/GameDevEd">twitter account</a>, and it also has a <a href="http://www.facebook.com/pages/Game-Dev-Edinburgh/129248470464725">facebook page</a>. The first meetup is on the 30th November at The Cumberland Bar on Cumberland Street, it is sure to be an awesome evening of fun filled drinks and gamedevvery.</p>
<p>See you there!</p>
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		<title>F5</title>
		<link>http://domipheus.wordpress.com/2010/11/23/f5/</link>
		<comments>http://domipheus.wordpress.com/2010/11/23/f5/#comments</comments>
		<pubDate>Mon, 22 Nov 2010 23:10:29 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Site]]></category>

		<guid isPermaLink="false">http://domipheus.wordpress.com/?p=58</guid>
		<description><![CDATA[After a little persuasion from @sheredom I have decided to relaunch this blog to post things which are a bit too long for a tweet, or deserve a longer discussion with some structured comments. Hopefully stuff will actually get posted to it, sadly every time I try to start a blog, within a few weeks, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=58&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After a little persuasion from <a title="Neil Henning" href="http://twitter.com/sheredom" target="_blank">@sheredom</a> I have decided to relaunch this blog to post things which are a bit too long for a tweet, or deserve a longer discussion with some structured comments. Hopefully stuff will actually get posted to it, sadly every time I <em>try </em>to start a blog, within a few weeks, the content fizzles out to nothing.</p>
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		<title>A Scottish Games Industry Fluff Piece</title>
		<link>http://domipheus.wordpress.com/2007/08/31/a-scottish-games-industry-fluff-piece/</link>
		<comments>http://domipheus.wordpress.com/2007/08/31/a-scottish-games-industry-fluff-piece/#comments</comments>
		<pubDate>Fri, 31 Aug 2007 22:34:50 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Media]]></category>

		<guid isPermaLink="false">http://sorryaboutthecaps.co.uk/2007/08/31/a-scottish-games-industry-fluff-piece/</guid>
		<description><![CDATA[The Consolevania team recently put together a 50-minute long documentary about the scottish games industry. It was shown at the Edinburgh Interactive Festival, and is available for torrent here and direct download from various locations found here. Watch it, its funny and informative. You may see a certain Colin in it for about 5 seconds, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=33&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://consolevania.com/index.htm">Consolevania</a> team recently put together a 50-minute long documentary about the scottish games industry. It was shown at the Edinburgh Interactive Festival, and is available for torrent <a href="http://cv.robbo.com/torrents/fluffpiece550.torrent">here</a> and direct download from various locations found <a href="http://gaiden.consolevania.com/?p=391">here</a>.</p>
<p>Watch it, its funny and informative. You may see a certain <a href="http://sorryaboutthecaps.co.uk">Colin</a> in it for about 5 seconds, actually.  It was rated 18 when shown at the festival, so expect the usual antics!</p>
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		<title>Wolftactics: A blast from the past</title>
		<link>http://domipheus.wordpress.com/2007/06/10/wolftactics-a-blast-from-the-past/</link>
		<comments>http://domipheus.wordpress.com/2007/06/10/wolftactics-a-blast-from-the-past/#comments</comments>
		<pubDate>Sun, 10 Jun 2007 22:26:11 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://sorryaboutthecaps.co.uk/2007/06/10/wolftactics-a-blast-from-the-past/</guid>
		<description><![CDATA[It&#8217;s great when you stumble on a bit of your own past, as I did here. This was my first game project, a modification for Return to Castle Wolfenstein. I was Lead User Interface, as well as a level designer. It was great fun, and ended up being a nice total conversion, even if it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=30&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s great when you stumble on a bit of your own past, as I did <a href="http://www.youtube.com/watch?v=k5Zg4c63lk8" title="Youtube wolftactics video" target="_blank">here</a>.</p>
<p>This was my first game project, a modification for Return to Castle Wolfenstein. I was Lead User Interface, as well as a level designer. It was great fun, and ended up being a nice total conversion, even if it didn&#8217;t last too long popularity wise. We got around 20,000 downloads within 48 hours of release, and  (somebody correct me if they know better), we were the first game to feature wave-based parachute spawning! It is a great feeling to see how people had fun with your own creations &#8211; one of the reasons for my interest in the games industry.</p>
<p>We even got reviewed in PC Gamer and PC Format, scans following.</p>
<p align="center"><img src="http://www.colsoft.biz/wt_pcgamer.jpg" alt="PC amer review scan" height="137" width="420" /></p>
<p align="center"><img src="http://www.colsoft.biz/wt_pcformat.jpg" alt="PC format scan" height="500" width="194" /></p>
<p align="left">Unfortunately the site is not online any more. It is still up on archive.org at wolftactics.com, if anyone is bored.</p>
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			<media:title type="html">PC amer review scan</media:title>
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		<title>Racer: Free Racing Simulator</title>
		<link>http://domipheus.wordpress.com/2007/04/17/racer-free-racing-simulator/</link>
		<comments>http://domipheus.wordpress.com/2007/04/17/racer-free-racing-simulator/#comments</comments>
		<pubDate>Mon, 16 Apr 2007 23:04:59 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Free]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://sorryaboutthecaps.co.uk/2007/04/17/racer-free-racing-simulator/</guid>
		<description><![CDATA[I stumbled upon this about two years ago. Since then it has made steady progress, and it is quite fun &#8211; even if you don&#8217;t have a wheel and pedals. Mouse control can revolve around quadrants of the screen for acceleration, breaking and steering. It may sound dull/weird here but its a nice way of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=22&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:center;"><img src="http://www.colsoft.biz/gt500_sm.jpg" alt="Screenshot" align="middle" border="1" height="75" /><img src="http://www.colsoft.biz/screenshot0091_sm.jpg" alt="Screenshot" align="middle" height="77" /><img src="http://www.colsoft.biz/fury_sm.jpg" alt="Screenshot" align="middle" border="1" height="75" /></p>
<p>I stumbled upon <a href="http://racer.nl/" title="Car and Racing Simulator" target="_blank">this</a> about two years ago. Since then it has made steady progress, and it is quite fun &#8211; even if you don&#8217;t have a wheel and pedals. Mouse control can revolve around quadrants of the screen for acceleration, breaking and steering. It may sound dull/weird here but its a nice way of controlling the car.</p>
<p>There are hundreds of cars and many <a href="http://racer.nl/forums.htm" title="Forums" target="_blank">community</a> developed tracks out there, ranging from in development cityscapes to a fully-fledged version of the <a href="http://forum.rscnet.org/showthread.php?t=49874" title="Forum link to track" target="_blank">Nürburgring</a><strong>.</strong></p>
<p>Go <a href="http://racer.nl/download.htm" title="Download" target="_blank">download</a> it. Now!</p>
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		<title>Game in Scotland 2007</title>
		<link>http://domipheus.wordpress.com/2007/04/05/game-in-scotland-2007/</link>
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		<pubDate>Thu, 05 Apr 2007 22:54:24 +0000</pubDate>
		<dc:creator>Colin Riley</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Gaming]]></category>

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		<description><![CDATA[Game in Scotland, <em>the</em> games industry recruitment fair for Scotland, was held in Dundee last week. I attended professionally, and even had the opportunity to be on two industry panels.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=domipheus.wordpress.com&amp;blog=943013&amp;post=11&amp;subd=domipheus&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Scotland has a thriving games industry sector with most companies being based in Dundee. For the second year running it was the location for <a href="http://www.interactivetayside.com/gameinscotland/" title="Game in Scotland website" target="_blank">Game in Scotland</a>, a games industry recruitment event run by <a href="http://www.interactivetayside.com" target="_blank">Interactive Tayside</a>.</p>
<p>Last year I attended the event looking for that jump into the games industry. A month or so later, I had secured a job with a games technology company specialising in one of my main interests. This year I was lucky enough to attend the event in a professional capacity.</p>
<p>The event begins with a free for all. Companies have stalls for showing off products and chatting with attendees. CV&#8217;s and demo reels are distributed to companies from those eager to strut their stuff. Something I noticed this year was the amount of animators and artists in attendance. This fits with games now requiring huge amount of assets in these fields as the technology develops; allowing for the intricate detail gamers demand.</p>
<p>I was invited to participate on the panel of two industry question and answer sessions, which were held later in the afternoon. &#8216;Meet the team&#8217; was the first of these, detailing roles within the industry. One of the questions was how we entered the industry, and I quite happily praised the event &#8211; it being my own stepping stone. This was my first public speaking experience, and I was extremely nervous. Hearing my voice over the PA was strange, but as people say confidence grows, yaddy yadda, etc. The second session was on &#8216;Whats around the corner?&#8217;, a discussion on what the future holds for games. A lot of fuss was made over MMORPGs, which I quite honestly don&#8217;t care for in the slightest. An interesting point was made about Flash developers being in demand, and that the platform could in fact over the next few years make a leap into the mobile platforms currently dominated by Java.</p>
<p>In all, a great day in Dundee. STV turned up at one point and were filming various areas, but didn&#8217;t see anything on the news relating to it (I get the west of Scotland reports). They do have a short piece on their website, <a href="http://www.stv.tv/content/news/main/display.html?id=opencms:/news/tayside/Dundee_hosts_Britainxs_biggest_computer_job_fair" title="STV news article on Game in Scotland." target="_blank">however</a>.</p>
<p>Special thanks to Brian Baglow of <a href="http://www.scottishgames.biz/" title="Scottish Game industry news" target="_blank">scottishgames.biz</a> who chaired the second session I was on, and made me laugh with the petition situated at his stand for <a href="http://indoctrimat.typepad.com/scottishgames/2007/03/theres_simply_n.html" target="_blank">this particular atrocity</a>.</p>
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