Game Development: Advanced Articles
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Fluid Simulation for Video Games (part 9)
OpenSimulator Virtual World Server Case Study (part 2)
OpenSimulator - Virtual World (3 of 3)
OpenSimulator Virtual World Server Case Study (part 1)
Final Part 8 of Fluid Simulation whitepaper by Michael Gourlay
Sid Meier’s Civilization* V Finds the Graphics Sweet Spot
Integrating 3D Image Sequences into Flash
Boosting ANSYS Mechanical Simulation Capacity with Intel® SATA Solid-State Drives
Fluid Simulation for Video Games (part 7)
Benefits of Intel® Advanced Vector Extensions For Quaternion Spherical Liner Interpolation
Getting The Most From Your Middleware
Fluid Simulation for Video Games (part 4)
Fluid Simulation for Video Games (part 3)
Rethinking the Pipeline: Dreamworks Animation* Advances the Art
Using Pictures to Create Real World 3D Models
Scaling Ambient Animations for Improved Game Experience
Parallelization of SMOKE Gaming Demo
Fluid Simulation for Video Games (part 2)
Fluid Simulation for Video Games (part 1)
Real-Time Parametric Shallow Wave Simulation
Using NURBS Surfaces in Real-time Applications
Light Based Tessellation Application Note
Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware
Architecture of a Real-Time Ray-Tracer
Optimizing Vertex Linear Interpolation with Intel® Pentium® III and Pentium® 4 Processors

