Torc Release Dreadnought Demo

Torc Interactive Unleashes Dreadnought, a 64-bit Proof-Point Powered by AMD64 Technology

Torc Interactive, following its collaboration with AMD, today released Dreadnought – a 64-bit technology demo utilising the Instinct Engine which is designed to showcase the power of AMD64 technology-based systems.

“At first glance Dreadnought would appear to be a graphics intensive game and therefore a slave to the video hardware running it. The fact is that Dreadnought demands just as much if not more out of the processor as video hardware”, said Dermot Gallagher, CTO of Torc Interactive. “Key performance-heavy components such as physics, animations, light and shadow determination all execute on the processor, and due to the detail of the Dreadnought environment provided by the Instinct Engine, require a powerful processor like the AMD Athlon™ 64 FX to enable playable frame rates.”

“Gamers know that the AMD Athlon 64 FX processor is specifically designed for high-performance games and demos like Dreadnought, which demonstrates the power of the AMD64 technology platform,” said Bob Brewer, corporate vice president, Desktop Division, AMD (NYSE:AMD). “The powerful and compelling Dreadnought demo highlights the fact that the AMD Athlon 64 FX processor continues to be a very smart investment for gamers who take their fun seriously.”

The world’s ultimate PC processor for 3D gaming, the AMD Athlon 64 FX processor, enables gamers to experience realistic physics, artificial intelligence (A.I.), character and world animations, and the advanced shadow and lighting determinations that take immersive gaming to the next level.

While Dreadnought can be played in both 32-bit and 64-bit modes, it is really in 64-bit enhanced mode that it comes into its own – taking advantage of the performance benefits of AMD64 technology by greatly extending the richness of game content and effects, including:

* uncompressed normal maps allowing for higher texture quality and greater detail
* significantly increased number of particle effects (e.g. more flames, steam, smoke, etc.)
* persistent decals (e.g. bullet holes stay on walls and don’t fade away over time as in 32-bit mode)
* post-processing effects (e.g. screen glows & specular blooms)
* more pixel shader instructions (the adrenaline vision mode is built upon and replaces the base lighting shader to produce the effect)

Torc Interactive’s Dreadnought demo allows gamers and enthusiasts to further evaluate 64-bit gaming through a series of structured benchmarks that demonstrates the capability of Torc Interactive’s Instinct Engine and AMD64 technology-based systems.

To download the demo visit: http://www.amd.com/dreadnought/

For more info visit http://www.torcinteractive.com

About Torc Interactive
Torc Interactive are a games and middleware developer situated in the north west of Ireland, and the developers of the forthcoming middleware suite – Instinct Engine. Their most recent title is Dreadnought – the world’s first native 64-bit game developed in conjunction with AMD

AMD, the AMD Arrow logo, AMD Athlon, and combinations thereof, are trademarks of Advanced Micro Devices, Inc.

Torc Release Dreadnought Demo – 2

Torc Interactive Unleashes Dreadnought, a 64-bit Proof-Point Powered by AMD64 Technology

Torc Interactive, following its collaboration with AMD, today released Dreadnought – a 64-bit technology demo utilising the Instinct Engine which is designed to showcase the power of AMD64 technology-based systems.

“At first glance Dreadnought would appear to be a graphics intensive game and therefore a slave to the video hardware running it. The fact is that Dreadnought demands just as much if not more out of the processor as video hardware”, said Dermot Gallagher, CTO of Torc Interactive. “Key performance-heavy components such as physics, animations, light and shadow determination all execute on the processor, and due to the detail of the Dreadnought environment provided by the Instinct Engine, require a powerful processor like the AMD Athlon™ 64 FX to enable playable frame rates.”

“Gamers know that the AMD Athlon 64 FX processor is specifically designed for high-performance games and demos like Dreadnought, which demonstrates the power of the AMD64 technology platform,” said Bob Brewer, corporate vice president, Desktop Division, AMD (NYSE:AMD). “The powerful and compelling Dreadnought demo highlights the fact that the AMD Athlon 64 FX processor continues to be a very smart investment for gamers who take their fun seriously.”

The world’s ultimate PC processor for 3D gaming, the AMD Athlon 64 FX processor, enables gamers to experience realistic physics, artificial intelligence (A.I.), character and world animations, and the advanced shadow and lighting determinations that take immersive gaming to the next level.

While Dreadnought can be played in both 32-bit and 64-bit modes, it is really in 64-bit enhanced mode that it comes into its own – taking advantage of the performance benefits of AMD64 technology by greatly extending the richness of game content and effects, including:

* uncompressed normal maps allowing for higher texture quality and greater detail
* significantly increased number of particle effects (e.g. more flames, steam, smoke, etc.)
* persistent decals (e.g. bullet holes stay on walls and don’t fade away over time as in 32-bit mode)
* post-processing effects (e.g. screen glows & specular blooms)
* more pixel shader instructions (the adrenaline vision mode is built upon and replaces the base lighting shader to produce the effect)

Torc Interactive’s Dreadnought demo allows gamers and enthusiasts to further evaluate 64-bit gaming through a series of structured benchmarks that demonstrates the capability of Torc Interactive’s Instinct Engine and AMD64 technology-based systems.

To download the demo visit: http://www.amd.com/dreadnought/

For more info visit http://www.torcinteractive.com

About Torc Interactive
Torc Interactive are a games and middleware developer situated in the north west of Ireland, and the developers of the forthcoming middleware suite – Instinct Engine. Their most recent title is Dreadnought – the world’s first native 64-bit game developed in conjunction with AMD

AMD, the AMD Arrow logo, AMD Athlon, and combinations thereof, are trademarks of Advanced Micro Devices, Inc.

Futureplay

FuturePlay – The International Academic Conference on the Future of Game Design and Technology

Union Building,
Michigan State University,
East Lansing,
Michigan,
USA

The schedule for FuturePlay is now packed with excellent content. We have a diverse collection of speakers, workshops, panels and academic papers being presented. Some highlights are featured below.

Keynote Speakers:

  • Ernest Adams – Emerging Issues in Game Design
  • Henry Jenkins III (MIT) & James Paul Gee (Wisconsin-Madison) – Why Video Games are Good for You.

    Speakers:

  • Chris Hecker (Maxis) – “Why You Should Have Paid Attention in Multi-Variable Calculus”
  • Greg Costikyan (Nokia Research Center) – “Imagining New GameStyles”
  • Brenda Bakker Harger (Carnegie Mellon University) – Fun to Play With: Using Improvisational Acting to Shatter Disciplinary Boundaries.

    Workshops:

  • Brenda Brathwaite & Jeb Havens (Cyberlore) – “You Want Me to Make a Game About WHAT??”
  • Marc LeBlanc and Andrew Leker (Mind Control) – “Game Tuning Workshop”
  • Virgile Delporte (Virtools) – “Rapid Game Prototyping”

    Research Papers:
    We have a full schedule of academic research papers being presented on games research http://www.futureplay.org/content.php?pageID=67. The discipline areas range from Artificial Intelligence & Adaptable Games to Game Code & Network Optimization and on to Game Design & Technology Case Studies.

    Panel Discussions:

  • Game Content, Ratings, Censorship and the First Amendment
  • Building Game Development Labs & Facilities in Academic Settings
  • Game Intellectual Property Law, Policy and Issues
  • Bridging the Gap Between Industry Development and Academic Research

    There are many other speakers, panels and papers featured in FuturePlay this year. Please feel free to view the full schedule at
    http://www.futureplay.org/schedule.php

    Proceedings:
    Accepted papers are being published in digital conference proceedings. These will be available in CD format and also for download after theconference.

    Accommodation:
    Details of hotels who are offering discounts to FuturePlay attendees are on the FuturePlay web site at
    http://www.futureplay.org/content.php?pageID=32

    Social Events:
    During the conference there will be a party at Club 131 under Harpers Pub, a wine and cheese event hosted by Ageia Technologies, Torque users gatherings, birds of a feather sessions and other informal gatherings.

    Registration cost is $250 USD, with discounts for students (100 places at half price), fully paid up IGDA members ($50 off full registrations), group bookings (10 for the price of 8)

  • Austin Game Conference

    The Austin Game Conference, the largest conference dedicated to online game development, has added a Games In Asia track to it’s conference program on October 28, 2005. Leading game developers from both Asia and North America will convene in Austin, Texas to discuss computer and video game design and business opportunities surrounding the growth of the video game market in Asia.

    Austin Game Conference attendees have a chance to learn design, user experience differences as well as the business climate and government regulation issues. Attendees also have the opportunity to network and connect with game executives from China, Korea and greater Asia who are attending the conference to explore new business and partnering opportunities.

    The Austin Game Conference consists of 9 tracks, 130 speakers and more than 2000 developers attending.

    Playstation 10 Party

    venue: industry hall, RDS, Dublin.

    time: from 8pm

    This is a ticketed event and is strictly over 18s..

    see the forums under events to try and win a ticket!!

    State Of Play Iii

    State of Play III: Social Revolutions is the third annual State of Play conference on the future of cyberspace convened by the Institute for Information Law & Policy at New York Law School, the Information Society Project at Yale Law School, and the Berkman Center for Internet and Society at Harvard Law School. This year, the focus is on social relationships in the metaverse and how to build vibrant, flourishing, creative places.

    The conference will be held on October 7–8, 2005 at New York Law School in TriBeCa, New York City.

    More info: http://www.nyls.edu/pages/2561.asp

    Creative Clusters 2005

    Where: Europa Hotel, Belfast, Northern Ireland

    When: Monday 24th – Wednesday 26th October 2005

    A networking event for creative industry development people. Featuring over sixty international speakers, presenting on a wide range of the latest policy issues, including:
    Heralding A New Era in the UK: Will Creative and Cultural Skills succeed?
    Crouching Tiger, Hidden Dragon: How is China developing it’s creative and cultural industries?
    Up on the Hill: In the world’s largest economy how do you persuade the US power elite their way is not the only way?
    Storm in a Coffee Cup: How is tax law, a coffee producer and a shoe maker helping to boost Italian creativity?
    Latecomer with Potential: What’s the future for Germany’s creative sector?
    Revolution in the Head: Could the UK lead a cultural strategy for Europe?
    Delivering Skills for Creativity: How can we meet the increasing demand for creative skills and abilities?

    Delivering Skills for Creativity invites educators, policy-makers, creative entrepreneurs and producers to explore a challenge faced by the whole economy, with speakers including:
    Tom Bewick, CCSkills, UK
    Helen Wills, Creative Partnerships Merseyside, UK
    Laurence Solkin, City University, UK
    Andrew Erskine, BOP, UK
    Susan Jones, a-n The Artists Information Company, UK
    Richard Parkes, Prevista, UK
    Keynote Speakers: James Purnell, UK Minister for Creative Industries, Baroness Lola Young of Hornsey, and Dr Chris Yapp, Microsoft’s Head of Public Sector Innovation, with more to come.

    Who’s speaking? http://www.creativeclusters.com/modules/eventsystem/?fct=listpresenters&eventid=5

    Who’s coming? http://www.creativeclusters.com/modules/eventsystem/?fct=listdelegates&eventid=5

    Already delegates from twenty countries have signed up, and our last two conference sold out! If you are responsible for developing the creative industries in your city, region or community, then you too should be at Creative Clusters 2005.

    To book, visit http://www.creativeclusters.com by 26th September before the prices go up!

    : The Creative Clusters Team
    : Creative Clusters Ltd
    : info@creativeclusters.com
    : www.creativeclusters.com

    Serious Games Summit – 2

    The Serious Games Summit is a unique, two-day event that provides:

    * Developer training and education specific to serious game creation
    * 40+ dynamic sessions, lectures and roundtables discussions
    * Showcase of next-generation serious games efforts
    * Opportunities to network and for customer-developer meetings

    For more, see www.seriousgamessummit.com/

    Dc Or Not Dc?

    DC Studios announced an April 2005 opening of their Dublin office then never showed up. What happened and are they still planning to operate and recruit within Ireland? Pavel Barter talks to DC CEO Mark Greenshields.

    DC Studios Dublin was scheduled to open its doors in April 2005. What’s up?
    Mark Greenshields: “DC was forced to expand in Glasgow due to the lateness of some commitments for Dublin. Also DC acquired the assets of VIS Entertainment and its State of Emergency brand which was being developed in Edinburgh. This meant that we had essentially expanded one studio and added another in the space of two months. It was impossible to start another new studio at the same time (not to mention the additional salary costs!) so we were forced to put Dublin on a temporary hold. I want to stress it is still very much in our plans but we can only do one thing well at a time so we would rather wait and do it correctly when we are ready.”

    Is it true you were working on a project for Hip Interactive? If so, how did their recent bankruptcy affect your business and what will happen to the project?
    MG: “We were and are working on Fear Factor Unleashed. It cost us a lot of money as you might imagine. We are continuing the development and are in discussions with a new distributor for the game. The game will be released.”

    How did the acquisition of SOE2 come about and what does it bring to DC Studios?
    MG: “It came about because VIS entered bankruptcy and we saw a brand that had a huge potential given the right team. We acquired the rights through the receivers and are on target for Sept 30 GMC. It brings a new team of quality people to add to our existing teams and also a brand that we control and a new optimized shooter engine.”

    Can you tell us a little bit about Fear: Factor Unleashed. Was there considerable liaison between your team and the makers of the show?
    MG: “Yes there was good liaison. The producers of the show were very supportive of the game and were very helpful with ideas and implementations. The game takes the show further to the sphere of things that could NEVER be risked on the show itself – hence the unleashed title. More will be revealed soon but the game is fun and will be successful (we hope!!)”

    Are you actively recruiting for the Dublin office or is the bulk of the team being imported from your Scottish operation?
    MG: “Currently we are not recruiting for Dublin at all as we are currently full due to Scotland. The future will change this.”

    What projects are now planned for DC Dublin?
    MG: “Nothing for today due to Scotland, but we will revisit when we plan to open as soon as we are ready.”

    Considering DC’s various changes since we last spoke at GDC in March, will operations in Dublin remain much the same or do you have fresh plans for the studio?
    MG: “I cannot say today but I see no reason for anything to be different. The reasons to open in Dublin remain the same so I cannot see it being grossly different.”

    Finally, can you put a date on the opening of DC Studios Dublin?
    MG: “Not yet. We don’t want to wait long as it was and remains central to our plans but DC has always been a believer in doing things properly so we would rather pause and get it right. As soon as we know we will tell you and your readers.”

    Dc Or Not Dc? – 2

    DC Studios announced an April 2005 opening of their Dublin office then never showed up. What happened and are they still planning to operate and recruit within Ireland? Pavel Barter talks to DC CEO Mark Greenshields.

    DC Studios Dublin was scheduled to open its doors in April 2005. What’s up?
    Mark Greenshields: “DC was forced to expand in Glasgow due to the lateness of some commitments for Dublin. Also DC acquired the assets of VIS Entertainment and its State of Emergency brand which was being developed in Edinburgh. This meant that we had essentially expanded one studio and added another in the space of two months. It was impossible to start another new studio at the same time (not to mention the additional salary costs!) so we were forced to put Dublin on a temporary hold. I want to stress it is still very much in our plans but we can only do one thing well at a time so we would rather wait and do it correctly when we are ready.”

    Is it true you were working on a project for Hip Interactive? If so, how did their recent bankruptcy affect your business and what will happen to the project?
    MG: “We were and are working on Fear Factor Unleashed. It cost us a lot of money as you might imagine. We are continuing the development and are in discussions with a new distributor for the game. The game will be released.”

    How did the acquisition of SOE2 come about and what does it bring to DC Studios?
    MG: “It came about because VIS entered bankruptcy and we saw a brand that had a huge potential given the right team. We acquired the rights through the receivers and are on target for Sept 30 GMC. It brings a new team of quality people to add to our existing teams and also a brand that we control and a new optimized shooter engine.”

    Can you tell us a little bit about Fear: Factor Unleashed. Was there considerable liaison between your team and the makers of the show?
    MG: “Yes there was good liaison. The producers of the show were very supportive of the game and were very helpful with ideas and implementations. The game takes the show further to the sphere of things that could NEVER be risked on the show itself – hence the unleashed title. More will be revealed soon but the game is fun and will be successful (we hope!!)”

    Are you actively recruiting for the Dublin office or is the bulk of the team being imported from your Scottish operation?
    MG: “Currently we are not recruiting for Dublin at all as we are currently full due to Scotland. The future will change this.”

    What projects are now planned for DC Dublin?
    MG: “Nothing for today due to Scotland, but we will revisit when we plan to open as soon as we are ready.”

    Considering DC’s various changes since we last spoke at GDC in March, will operations in Dublin remain much the same or do you have fresh plans for the studio?
    MG: “I cannot say today but I see no reason for anything to be different. The reasons to open in Dublin remain the same so I cannot see it being grossly different.”

    Finally, can you put a date on the opening of DC Studios Dublin?
    MG: “Not yet. We don’t want to wait long as it was and remains central to our plans but DC has always been a believer in doing things properly so we would rather pause and get it right. As soon as we know we will tell you and your readers.”

    Shindig – 3

    In honour of the return of Omen and Kyotokid to these shores there will be a small gathering of gamedevs and others in Dublin this coming Friday.

    Venue to be decided on the forums.

    Darklight Digital Festival Bulletin 2005

    Darklight festival brings the best in new digital art and cinema to Ireland.

    The 2005 NOKIA/DARKLIGHT POCKET MOVIE CHALLENGE

    Nokia Ireland and the Darklight Film Festival are delighted to announce the inaugural Nokia/ Darklight Pocket Movie Challenge.

    A great opportunity for both aspiring and established filmmakers!

    You are invited to submit your films to the new and innovative Nokia/ Darklight Pocket Movie challenge.

    Films of all genres, including animation, documentary, drama, and comedy are welcomed, with the only constraint being that the films must be under five minutes long and suitable for the small screens of mobile phones.

    Filmmakers with all levels of experience are welcome!

    Finalist entries will be showcased on the latest Nokia mobile phones at the Darklight Festival event 2005 at The Digital Hub, Ireland, and the winner will be announced at a special awards ceremony during the festival party.

    The competition will feature a student and a professional category with first prizes of €1,000 and €3,000 awarded respectively. Each of the category finalists will receive an exclusive mobile distribution deal with the Wildlight Channel (www.wildlight.tv).

    The finalist films will also be available for the public to view on the Nokia website.

    Enquiries should be sent to: competition@darklight-filmfestival.com

    Closing date: Friday 30th September 2005

    For information on: how to enter, formats accepted, full competition Terms and Conditions and guidelines go to: www.darklight-filmfestival.com and www.nokia.ie
    For entry form go to: www.darklight-filmfestival.com

    Please check site for Updates: http://www.darklight-filmfestival.com
    You are subscribed to the Darklight maillist.
    You have been sent this email because we hope this information is of interest.
    To unsubscribe, E-mail to:

    For general information email contact (at)darklight-filmfestival.com

    In association with Sink Digital Media www.sink.ie E:info@sink.ie
    Copyright © Darklight Film Festival Ltd. 2005

    Darklight Digital Festival

    This year’s Darklight festival of film, animation, interactive media etc. will take place in Dublin’s digital hub on Thomas street from the 17th-21st November.

    More info: http://www.darklight-filmfestival.com/pages/about.htm

    Darklight Digital Festival Bulletin 2005 – 2

    Darklight festival brings the best in new digital art and cinema to Ireland.

    The 2005 NOKIA/DARKLIGHT POCKET MOVIE CHALLENGE

    Nokia Ireland and the Darklight Film Festival are delighted to announce the inaugural Nokia/ Darklight Pocket Movie Challenge.

    A great opportunity for both aspiring and established filmmakers!

    You are invited to submit your films to the new and innovative Nokia/ Darklight Pocket Movie challenge.

    Films of all genres, including animation, documentary, drama, and comedy are welcomed, with the only constraint being that the films must be under five minutes long and suitable for the small screens of mobile phones.

    Filmmakers with all levels of experience are welcome!

    Finalist entries will be showcased on the latest Nokia mobile phones at the Darklight Festival event 2005 at The Digital Hub, Ireland, and the winner will be announced at a special awards ceremony during the festival party.

    The competition will feature a student and a professional category with first prizes of €1,000 and €3,000 awarded respectively. Each of the category finalists will receive an exclusive mobile distribution deal with the Wildlight Channel (www.wildlight.tv).

    The finalist films will also be available for the public to view on the Nokia website.

    Enquiries should be sent to: competition@darklight-filmfestival.com

    Closing date: Friday 30th September 2005

    For information on: how to enter, formats accepted, full competition Terms and Conditions and guidelines go to: www.darklight-filmfestival.com and www.nokia.ie
    For entry form go to: www.darklight-filmfestival.com

    Please check site for Updates: http://www.darklight-filmfestival.com
    You are subscribed to the Darklight maillist.
    You have been sent this email because we hope this information is of interest.
    To unsubscribe, E-mail to:

    For general information email contact (at)darklight-filmfestival.com

    In association with Sink Digital Media www.sink.ie E:info@sink.ie
    Copyright © Darklight Film Festival Ltd. 2005