Update: E.B.B posted by Rob is the winner of the final $100 USD gift card for the most thumbs up votes from the community in the last week. Thank you for participating in the contest this year!

Registration is closed as of July 1, 2008 at 3:00 p.m. PST. Thank you so much to all of the participants!

Finalists in each category - Best Threaded Game, Best Game on the Go, and Best Game on Intel(R) Graphics - were announced on August 1, 2008. The ten finalists per category are listed below and may also be viewed across the English (see below), Russian and Chinese game demo contest portal. Please note there are some entries that are finalists in more than one category. The finalists will compete for over $100,000 in cash, tools and services.

Finalists - Best Game on the Go:   FLAT Tryals: unleashed, Kshatriya, Army of Earth, Protozoa, Sub0, Deadly Light, MagicWorlds, Morhp-racer, I'm Lulu King!, Escape from Earthquake

Finalists - Best Threaded Game:  Goo!, SYNTH(tm), AquAttack, MT2 X0, Deadly Light, Winding Trail, Predtechi, TheTrueGame, Xenus 2, Music PK

Finalists - Best Game on Intel(R) Graphics: Goo!, FLAT Tryals: unleashed, Protozoa, Kshatriya, Pixel and Vega in: Crunch Time!, Army of Earth, Deadly Light, Winding Trail, Rule The Fruits!, Tachyon Wars

Be sure to check back on September 15, 2008 to see the winners.

The Finalists

Sub0
2008-06-29 05:41:41 Posted By Bradley Wesson
Category:Best Game on the Go
Entry Description

CodeCrafters Sub0

BUILD!

  • Construct huge fleets of ships to fling against your foes.
  • Utilize unique upgrades to decimate your opponent.
  • Employ the potent ‘battle research’ system to specialize your forces.

COMMAND!

  • Use the intuitive and powerful HUD to have total control over your troops.
  • Zoom the map out to implement large-scale strategies; or zoom in to micro-manage.
  • Direct your troops to move in all 3 dimensions to outflank your opponents.

STRATEGIZE!

  • Cut off oxygen supplies or specific structures to cripple your opponent.
  • Make careful use of unique abilities to dominate the battlefield.
  • Use the advanced command system to implement long term strategies or make split second changes.

SUCCEED!

  • Build the ultimate empire, spanning hundreds of nautical miles.
  • Crush your opponent using specialized weaponry and tactics.
  • Employ a truly EPIC fleet. Sky’s the limit.

MOBILE!

  • Use your full finger on the touchpad to move the camera, or use the touch pad normaly for normal mouse operation.
  • Visualy view your current power status.
  • Auto adjust graphics and throttle frame rate for battery saving when powered by battery.
  • Able to resume from standby, enter standby when moving.

Note: The video is out of date, refer to the games binary in Media3.
Also, the binary appears to have an error in it, and may crash. This will be fixed and updated soon.

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FLAT Tryals: unleashed
2008-06-29 13:13:12 Posted By Koushik Viswanathan
Category:Best Game on the Go,Best Game on Intel® Graphics
Entry Description

FLAT Tryals: Unleashed is the follow-up to the original FLAT Tryals game. (http://www.greatgamesexperiment.com/game/FLATTryals)

With cars from atleast two decades ago, completely retro-fitted with state-of-the-art monitoring systems, nitrous oxide tanks and turbo-charged engines,the FLAT motor company is back! and they're looking for more test drivers!

Do you have it in you to steer a random-mad-scientists-creation-of-a-car with a serious handicap, around a challenging race track? Can YOU even survive in these monsters?

There's only one way to find out!

Built on a custom shader-driven graphics engine, and showcasing spectacular visual-effects, FLAT tryals : Unleashed takes the original FLAT Tryals experience to the next level!

The game depends largely on its uncanny humor and its character's characteristic one-liners. It will make a spoof of anything on the planet!

Best Game on Intel Graphics:

The game is built on a customized rendering engine, designed from the ground up to support intel GMAs. The engine is built around a fallback system which detects the optimal shader combinations to use on any given chipset. It also determines the appropriate formats for render textures. The techniques use SM3.0 and work with integrated chipsets to yield convincing, yet playable results! For more info, please check the tips_tricks.pdf file attached with this entry.

Best Game on the Go:

The game should work hassle-free on a wide variety of integrated mobile graphics cards. The game auto-detects battery-life and remaining power, and switches to a different fallback scheme for the renderer. This way, it saves on valuable battery time and keeps your gaming going.

Tips and Tricks:

The tips_tricks.pdf file uploaded contains details about some of the effects implemented in FLAT Tryals: Unleashed, and explain why they would work well on Intel GMAs. It also contains a couple of screen grabs showing a sneak peek at a couple of these effects. The file can also be found here:
http://cowness.forever.googlepages.com/tips_tricks.pdf

http://cowness.forever.googlepages.com is the temporary home until the website is finished.

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Army of Earth
2008-06-28 18:59:31 Posted By Tom Spencer-Smith
Category:Best Game on the Go,Best Game on Intel® Graphics
Entry Description

Army of Earth is an online-only action-strategy team game allowing hundreds of players and up to 6 teams to play together in an open 3D environment. The objective is to destroy the other teams by protecting and developing your own base, while destroying their bases.

WEBSITE: www.armyofearth.com/

DOWNLOAD (7 MB): www.armyofearth.com/downloads/armyofearthsetup.exe

This game is specifically designed to run well on integrated graphics, with no shader support needed. Visual effects are tuned dynamically according to framerate, and some effects may be toggled manually too. This way we try to achieve acceptable performance on lower-spec hardware, even with hundreds of players and an open 3D combat environment.

The particle effects shown are implemented using Point Sprites. The terrain and skydome are procedurally modelled and textured. The building models are very low poly because the game uses an open 3D environment and several hundred buildings may be visible and animated at one time. All modelled objects use programmatic level-of-detail. Fog provides a nice visual improvement.

Maps are generated procedurally and instantly at runtime, so you will never play on the same map twice, and the download is just 7MB. Music is streamed live from the Internet. The game features convenient ingame matchmaking and drop-in gameplay, with bots present to make up numbers while the player community grows.

The screenshots were created on a Dell Inspiron 640m laptop running Vista Home Premium, with "Mobile Intel(R) 945 Express Chipset Family".

Army of Earth is written in C++ and uses its own engine. Graphics are DirectX 9.0c. FMod is used for the audio.

Here is our advertised feature list:

  • Very easy mouse-based controls.
  • Allows hundreds of players to play together in an open environment, with up to 6 teams.
  • Fully 3D, but has very modest graphics requirements.
  • Convenient drop-in/drop-out gameplay; no waiting for players.
  • Built-in lobbies for easy matchmaking.
  • Maps are generated using fractal mathematics. They never repeat.
  • Leaderboard and ingame ranking (skill-based).
  • Very small download (around 7MB) and quick install.
  • Low bandwidth requirements makes it easy to host large games.
  • Music is streamed live from the Internet, and you can choose your own music source.
  • Free throughout an extensive Open Beta period.

System Requirements:

  • Windows XP (SP2) or Vista.
  • DirectX 9 (you'll already have this if you have XP SP2 or Vista).
  • 12 MB available hard drive space.
  • A broadband Internet connection.

An active player community centers around the forums and leaderboard. New players are most welcome!

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Protozoa
2008-06-29 20:31:13 Posted By Mauro Persano
Category:Best Game on the Go,Best Game on Intel® Graphics
Entry Description

Fight waves of genetically enhanced microbiological foes in a frantic and furious arcade blast fest!

With gameplay inspired by Robotron and SmashTV, Protozoa shows off the Intel GPU with physics-based special effects.

Please visit our page at fzort.org/protozoa for more information and higher-resolution screenshots and videos!

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Kshatriya
2008-07-01 15:13:35 Posted By prafullapro
Category:Best Game on the Go,Best Game on Intel® Graphics
Entry Description

Kshatriya is a third person action adventure game .where u take the role of a young warrior to free the land plagued by a  asura's king(demon king).
Throughout the journey player find various weapons and magic abilities , some r temporary and some stay with throughout the game.
The game is focused on the player using melee attacks, magic abilities , and combination of button sequaence to execute the enemy with
cinematic feel.No repetitive gameplay.Lots of dynamic animations according to environment interaction. 


Gameplay
--------------------
1) No loading screen in between levels ,game runs like a flow.
2) Smooth gameplay with simple control mechanism.
3) Lots of enemies on screen to fight.Creatures ranging from small one to big monsters.
4) Various magic abilities found during journey.
5) Solving environment puzzles like sliding boxes , triggers , gears ,lever ,lift attached with ropes.
6) Story driven gameplay. no senseless mission.
7) Three Difficulty mode.

9) Camera system similar to those found in god of war series of video games.
10) Using Havok for Physics and animation to provide rich gameplay experiance.




Graphics Engine
------------------------

1) Renderer optimized for integrated intel graphics chipset ,the game can also work on cards with no shader support.

2 Powerful material system developed to provide HIgh quality Visuals .

3) Huge outdoor scenes are streamlined from disk , no scrifice in performance.
4) Shader effects like HDR,Depth of field, Distort ,Normal mapping ,motion blur , PRT Lighting ,various environment lighting techniques automatically setup according to graphics card detected.
5) Detailed 3D model, facial animation.
6) Provides user with choice of drawing percentage of screen without sacrificing image quality .
7) Provide options for reducing graphics detail in order to get maximum performance.
8) Shader pipeline optimized for intel x3100 chipset.
9) Rendering engine is optimized to provide maximum performance so user doesn't have to make changes into graphics setting.
 
Technical Features
-------------------------


1) Makes efficient use of processor cores availble.
2) Multithreded renderer.
3) Thread based background loading of game assest without freezing the game for a second .Can make use of extra core for decompression if availble.
4) Reduces graphics detail while running on battery . It automatically detects power failure and scale down graphics setting without
   restarting the entire game just require few seconds for reloading.
5) Provides support for XBox-360 controller.
6) Very small memory requirement so that users dont have to close other applications.Just require 64 MB free memory .and 32 MB graphics Memory.

7) User can easily switch between fullscreen mode to window mode without any glitch.

8) Provides in game UI for displaying system-state information like Battery life, processors .Also provide user with option for selecting from different power schemes.

 


 I am working on Integrating havok physics and animation into game.
At the time of writing this Document.I have no gameplay movie of the game availble due to some bugs encountered while replacing  game physics with havok.
which is preventing me from making movie of my game.But i will have full featured demo of the game by ending of the july.
Movie provided with this entry is few months old just demonstrating graphics features of the game.

I have created a youtube channel to provide daily updates and progress about game .
Game play movies will be posted there when they r availble.

http://www.youtube

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Goo!
2008-06-30 01:29:14 Posted By Tommy Refenes
Category:Best Threaded Game,Best Game on Intel® Graphics
Entry Description

Goo! is an action strategy game where the player controls a giant glob of amorphous liquid. The object of the game is to consume opponents Goo to get bigger or survive. There are two game modes now, Survival Mode and Versus Mode. In Survival Mode the players Goo is constantly decaying as they fight against a constantly growing and very aggressive Paint Goo. In order to Survive, the player must constantly consume pieces of the Paint Goo to hold it off as long as possible. Paint Goos spawn in Red Green and Blue variations and when they come in contact with each other their colors and behaviors mix. Players are awarded bonus points for consuming like colors. In Versus Mode, up to 4 players can battle against each other to see who can dominate their opponents. In Versus Mode, when a player consumes a part of an opponent, the opponent gets smaller as the player gets bigger. 

Multi-Threaded Features:

  • Goo! is built to scale on different machines. The biggest advantage is the framerate jumping more than 600% from single core to quad core at high resolutions. Goo! does this by employing a custom made multi-threaded physics engine that handles thousands of recursive collision detection calculations and physics calculations every frame. Interactive realtime liquid comes at a heavy price. At any time during gameplay, there are thousands of individual particles interacting and colliding with eachother to form the Goos rendered on screen. Because of the amount of multi-threading powering Goo!'s physics, Goo! can run at 1920 x 1440 at well over 100FPS with several post processing passes, thousands of collision detections and reactions, and gameplay and AI logic running every frame. This game is built for multi-processer systems.
  • The engine custom developed for Goo! has been carefully crafted to utilize as much as the processor as possible during physics and collision updates. Goo! was developed with Visual Studio 2008 and Intel VTune to optimize performance.
 
  • On dualcore and quadcore machines, Goo! does a real time FFT of the music currently playing to show a very subtle music visualization in the background. It’s just noticeable enough to immerse the player further in the game and is an added feature for those special people with multi-core machines.
 Rendering Features
 
  • Goo! uses several shader techniques to render dynamic height maps that represent the goos on the screen. A technique called Orange Mapping generates height maps that do not cap at the hardware imposed limit of 1.0f for color channels.
 
  • Goos are rendered by manipulating height maps with skins. Skins are totally independent of code and are able to be created separately and eventually by users.
 
  • Goo also passes height maps through several bloom and motion blur passes to make realistic looking goo.
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SYNTH(tm)
2008-06-16 12:03:52 Posted By Rhys Paul Hovey
Category:Best Threaded Game
Entry Description

SYNTH(tm) is a PC game that I am working on that features proceedurally generated graphics and levels (at every stage of the game), and has custom physics. It is a multi-thread app, (--at present shows 8 threads total--) that requires a DUAL CORE processor (tested mostly on intel) and is designed to be scaled to 'n' cores and 'x'-ram in the future, it achieves this through a 3D layered design, and automatic construction algorithms. It features several non-standard (and somewhat ineffcient) graphical techniques such as "recursive turtle graphics", "G-systems", and volumetric "styrofoam" and pixlists. Environments are destructible and grow back. It uses openGL, in a multithread render queue system, that greatly speeds up the dynamic geometry process. Playable levels are created by entering 4 letter words as seeds, that generate unique playable 3D graphics (each word the same each time, so play your favorite 4 letter words). With processor and ram scaling, SYNTH (with some more work, not much though :) (its been anticipated) is going to be able to match your computer, graphicaly in detail and in level size (I have plans to simplify the game play in such LARGE constructions though). SYNTH plays like an arcade game, with simple gameplay, (shoot suck and blow operations) with an underlying conservation strategy, but can be hecktic, with hundreds of entities on screen acting like a "system" or soft body based on your controls.  SYNTH also does a dynamic remix of the soundtrack, while you play, in response to your actions and -keystrokes-, but does NOT actually interfere with the gameplay. SYNTH does this FREQUENTLY and maintains it's sync, SYNTH is borders a "break beat machine" or sequence remixer. (like a DJ's tool)  it just serves as an interesting audio experience, so the remix is not actually "part of the game", but I do find myself just "playing music with it" sometimes. SYNTH forcefully shuts off the sound, as well (to give relax and space), and the sequences themselves (ran on a sepparte core) are passed through a farily complicated remixer algorithm, based on YEARS of syntheisizer programming experience :). It uses 24 real time DSP effects on at one time (another thread). SYNTH v0.909 will be released soon with more graphics and things finished. These are prototype screens. SYNTH(tm) is copyright 2008 Rhys Paul Hovey. ALL rights are reserved. SYNTH(tm) requires powerful video hardware. SYNTH's download is only 30 megs, but over 28 megs of this is 16 bit, uncompressed stereo sound and music. It's a 200k style game, and has an intro generation state of over 40 seconds (on cduo2.66), in which run time profiling is done on the graphics. SYNTH is the kind of game you can play and think about, and find hard, or it's the kind of thing you can just sit there, and mess around with and make noise and blow stuff up,if you want, and look at it's bizzare "retro" graphics. Imagine your fleet of 10000 vector computers :) in 84. The current soundset is a drum and bass / "industrial-house" soundset. I have been working on SYNTH for almost 1 year. I am a professional R&D engineer (in games) and teach video games programming part time.

 

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AquAttack
2008-06-30 15:15:34 Posted By Vladimir Repcak
Category:Best Threaded Game
Entry Description

 

Background:

It is year 2185. The sea level has risen over 25 meters during last century. This, coupled with other drastic climate changes has caused the few remaining people to move from the ground under the sea where they hope to wait through the hard times. Clean water an oxygen have become a top-most priority. The power needed for this could be obtained only from nuclear plants which are known to be dependent on an uranium. Of course, the only other underwater zone sees this as a conflicting goal and is willing to do whatever to stop us. The fight for survival has begun and you, as one of the last capable pilots, have to serve your duty ...

Best Threaded Game:

The engine consists of many components that can be run in parallel, especially the terrain streaming (for endless terrains) is subdivided into many subtasks (execution chunks) that are being run each frame, since the load has to be spread over the course of many frames.

Putting these subtasks onto additional cores could raise the visual quality of the game, since it would be possible to process/stream bigger terrain, thus raising the visible terrain distance. The same holds true for vegetation shadows which are currently being calculated on CPU and only the nearest plants have these shadows calculated. Especially in higher resolutions, the player would welcome the additional vegetation shadows. Also, more time could be spent on more realistic particle trajectories (for plankton / bubbles)

Best Game on Intel  Graphics:

The engine/renderer has been designed from scratch in such a way that makes it possible to run this also on GF2-class cards, thus making it possible to run it on any notebook without much troubles, with only few effects disabled, in case of notebook with no shader functionality.

 

For more info, please visit : www.avenger.sk/AquAttack

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Pixel and Vega in: Crunch Time!
2008-02-27 10:03:07 Posted By Aaron Murray
Category:Best Game on Intel® Graphics
Entry Description

The situation is this: mega-developer Futuracorp's newest epic science-fiction MMO game has entered "crunch time" (the last rush of work before the game’s final deadline), and has been besieged by an influx of bugs and corrupt data, seemingly out of nowhere.

As a special agent for VMC Gamelabs, your job is to regulate the flow of corrupt data — removing as much as possible, as quickly as possible, via a match-3 gameplay mechanic — so that Vega (appearing as a virtual avatar inside the game world) and Pixel (providing support on another monitor) can clean up the bugs.

Do your job, and the game will ship on time, making millions of people happy. Fail, and gamers everywhere will be crushed.

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