games

Using OpenMP to Parallelize a Game

Several weeks ago I did an unofficial google survey to see if there was much information on the topic of using OpenmP for games.  There were not that many posts on the subject and most were rather negative on using OpenMP for games – and the general consensus was that OpenMP is fine for data decomposition of for loops only and since this does not apply to the main game loop this relegated OpenMP to a minor role for developing parallel games.

We keep gaming: Intel's IM3 Unseen Forces

Hi All!

This is only a short notice to let you know that the IT Manager 3: Unseen Forces game has just added a new facets to its gameplay:

  • A whole new -- and secret! -- floor with new puzzles

  • Core intelligence with all new hardware parts!

  • New manners to save energy at your virtual server farms


GPA 2.1 Feature Highlight: Buffer Histograms

GPA 2.1 includes a feature to allow you to better view render targets and textures. Let's say you have a texture with a very narrow dynamic range, all values in the texture are nearly white. When you select this texture to view, by default - it looks white The GPA histogram feature allows you not only to see where the data falls in any buffer, but also to increase the dynamic range of the buffer for viewing purposes.

Help: Writing a File Manager for Games?

Programming a game is fun. It’s not every day that you get to work on algorithms for things like zombies, mechs, or aliens. However, a zombie wouldn’t be very scary if you couldn’t load the mesh, textures, or sounds. There are some less glorious tasks required to make a game. No one really wants to write a file manager. But a good file manager will allow you to stream better content, load and manage bigger/more files, and generally have a better game.

I often ask game developers “what do you want?”

Introducing Smoke and Orion

Hi all ^_^

This is the first of a series of blogs I am going to post about Smoke.
Smoke is a demo developed by Intel to show n-way threading in a game framework… that’s a mouth full! Basically, it shows one way games can maximize the CPU. To maximize CPU utilization, a game needs to use all available cores. By properly threading a game it can have more accurate physics, smarter AI, more particles, and/or a faster frame-rate. Smoke demonstrates one way to achieve better games.

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