The Khronos Group has announced that it will hold a DevU tutorial at this years Game Developers Conference in San Francisco. The Khronos DevU will cover four major topics: OpenCL, OpenGL, COLLADA, and the Khronos “Mobile API Ecosystem. This will be an all day event held on Tuesday March 24 2009 in partnership with the GDC 2009. Admittance to the session is available to all registered Mobile GDC and regular GDC conference attendees.
The Austin Game Conference on October 27-28th is expected to attract more than 2,300 attendees and provides educational, networking and business opportunities for game development professionals. The Conference will host the Khronos Developer University (DevU) to provide up-to-the-minute training on industry standard APIs that are vital for state-of-the-art game development on emerging handheld platforms including cell phones. Khronos DevU will be held on October 26th, 2005.
Topics will include: an introduction to OpenGL ES and tips and tricks on how to use the API effectively on low-powered systems, and how to effectively port 3D content from desktops and consoles to handheld devices; an introduction to the new OpenVG 2D vector graphics API that is revolutionizing user interfaces, mapping displays and all kinds of 2D applications with a new level of performance and quality; one of the first in-depth looks at the new OpenGL 2.0 ES Shading Language and how to prepare for the upcoming wave of programmable handheld 3D hardware; and a heads-up on the upcoming OpenMAX API for accelerating, synchronizing and controlling riche media including video, image and audio.
This year at GDC and
ESC in San Francisco, OpenGL ES and OpenVG move from interesting APIs to real-world implementations with exciting content. On the consumer side there will be hot demos from ATI, NVIDIA, Hybrid, PowerVR, Bitboys, Falanx, TI, and FutureMark. On the Avionics side look for ALT Software, Seaweed Systems and Quantum3D. All of these names are recognizable from their work on desktop OpenGL. As OpenGL ES and OpenGL come closer together with
OpenGL ES 1.2 and 2.0, the same level of high-quality visuals and content can be expressed on desktop, mobile, or embedded systems.