Im sorry this is a day late, i ended up very drunk last night and was in no state to write a blog post.
I live at home with my parents and thus dont have to do any of my own washing, so when i ran out of clean cloths this morning i was in for a bit of a shock. I sourced out a laundromat and headed 4 blocks down to it from my hotel. On arriving i was greeted with a massive room full of washers (see pict) and had no idea wtf to do. Lucky for me a nice old lady showed me the ropes and i was on my way.
My day at GDC consisted of the intel Threading for games lecture/tutorial. It may sound boring to normal people but it was fantastic for me (and other programmers). For starters the computers we had where 3.2ghz i7 with 6gb ram and top of the line nividia gfxs (to say they where beasts really doesn't cut it). They covered how to structure a game engine to be scalable for multicore processing and to do it with out using locks. The presentation really opened my mind to new ways of doing things.
The other cool thing was that they showed us how to use there profiling tools and we got to have a hands on with them. I must say that their new tools rock. Parallelstudio is there light weight performance profiling and fits strait into visual studio 2005 and 2008. Coming from using AQTime (sim program) which adds 5+ mins to build times, the instant startup and lack of performance hit from parallelstudios made it a dream to use. The only down side is the price tag however im trying to convince intel to release an light indie/modder version for cheap.
Intel also has a booth setup in the lobby with free energy drinks (much needed due to jet lag) and the latest games and such.
As stated above, the moddb crew ended up going to the indie party after gdc where we meet up with wolffire, 2dboy and various other indie companys.