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Intel® Graphics Performance Analyzers (Intel® GPA) FAQ
This article is the "Frequently Asked Questions" (FAQ) for the Intel® Graphics Performance Analyzers (Intel® GPA). Intel GPA helps game developers analyze and optimize their games for Intel® CPU's and processor graphics.
Type: Technical Article
FAQ GPA Sandy Bridge vcsource_type_techarticle vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_domain_gamedev vcsource_index 05/21/2012
Intel® GPA Tip: Minimize Overdraw by Using Pixel History and Pixel Overdraw Modes
Intel® Graphics Performance Analyzers (Intel® GPA) includes various features that help game developers optimize their game. This article shows how to use the Pixel History and Overdraw modes to analyze "hot spots" within your game or application.
Type: Technical Article
GPA vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_domain_gamedev vcsource_index 05/14/2012
Intel® Software Network Communities
Intel Software Network Communities Communities are sections of the Intel Software Network resourced with Community Managers to support and sustain an ongoing and more responsive 2 way communication aro ...
Type: Landing & Links
community ISN Manageability Intel Software Network Integrated Graphics atom visual computing meego 04/26/2012
Threaded Crowd Simulation with Collision Avoidance
Strategy & arcade genre games have small unit counts due to processing overhead. In Colony, we show how that overhead can be minimized with threading on the CPU and we show how to architect multi-threaded collision avoidance.
Type: Technical Article,Code
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_colony vcsource_techsample_gamecoderesourcedisk vcsource_index vcsource_product_colony 04/26/2012
Intel® OpenCL SDK - Frequently Asked Questions
To the Intel® SDK for OpenCL* Applications main page Updated: April 23rd 2012 Table of Contents Product Information 1. What is the Intel® SDK for OpenCL* Applications? 2. Is OpenCL* supported on ...
Type: Technical Article,Tutorials
openCL OpenCL SDK Intel OpenCL vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_oclsdk vcsource_domain_gamedev vcsource_index 04/23/2012
The Full Check List for Optimized OpenCL* Application
To the Intel® SDK for OpenCL* Applications main page Content Update: 23rd April 2012 Table of Contents What is Intel SDK for OpenCL* Applications? Why to optimize OpenCL* applications to Intel ...
Type: Technical Article
openCL OpenCL SDK Intel OpenCL vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_oclsdk vcsource_producttout_oclsdk vcsource_index 04/23/2012
Quick Reference Guide to 3rd Generation Intel® Core™ Processor Graphics (codename Ivy Bridge)
Current Quick Reference Guide to Intel Graphics.
Type: Technical Article
game optimization visual computing graphics Sandy Bridge graphics quick reference guide vcsource_domain_media vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index 04/23/2012
Intel Graphics Developer's Guides
Intel processor graphics is updated in distinct generations. This page has the latest Intel Graphics Developer's Guide and links to previous generations of Intel Graphics Developer's Guides.
Type: Technical Article
vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index vcsource_techsample_batchsize vcsource_techsample_earlyzrejection vcsource_product_earlyzrejection vcsource_product_batch-size 04/23/2012
Intel® GPA 2012 R1 Help Videos
[image] Here is the list of all Intel GPA Show Me videos. If you have any questions, issues or feedback, visit the Intel® GPA Support Forum. You can save a high quality video on your machine by clicki ...
Type: Landing & Links
03/22/2012
Adaptive Volumetric Shadow Maps
As presented at Siggraph 2010, this code sample introduces adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke.
Type: Code,Download
Code sample visual computing shadow map adaptive volumetric shadow maps AVSM vcsource_type_techarticle vcsource_domain_graphics vcsource_index 03/21/2012
Sample Distribution Shadow Maps
As presented at Siggraph 2010, this code sample showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions.
Type: Code,Download
visual computing shadow map SDSM vcsource_type_techarticle vcsource_domain_graphics vcsource_index 03/21/2012
Deferred Rendering for Current and Future Rendering Pipelines
As presented at Siggraph 2010, this code sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading.
Type: Code,Download
Code sample visual computing directx 11 deferred rendering deferred shading deferred lighting vcsource_type_techarticle vcsource_domain_graphics vcsource_index 03/21/2012
Adaptive Transparency
We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster.
Type: Technical Article,Code,Download,Events,Tutorials
rendering Adaptive Transparency vcsource_type_techarticle vcsource_domain_graphics vcsource_index 03/21/2012
Fluid Simulation for Video Games (part 1)
Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques.
Type: Technical Article,Tutorials
fluid dynamics computational fluid dynamic visual computing fluid simulation vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index 03/15/2012
Using Intel® Power Checker to measure the energy performance of a compute-intensive application
Intel® Power Checker provides developers with a quick and easy way to evaluate the idle power efficiency of their applications on mobile platforms with Intel® Core™ processor or Intel® Atom™ technology running the Microsoft Windows* operating system.
Type: Technical Article
"Intel Power Checker" 03/15/2012
Fluid Simulation for Video Games (part 11)
This is a series on fluid simulation for games. This article explains how to model flames and smoke as a single continuous process.
Type: Technical Article
TBB Intel TBB game development visual computing fluid simulation vorton vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics combustion vcsource_index 03/13/2012
USC GamePipe Laboratory Demo Day, Spring 2011
USC GamePipe Lab Demo Day. At the beginning of each semester, students are introduced to the concepts of parallelism through the use of Intel game demos like TickerTape, Smoke, and Destroy the Castle.
Game Hardware USC GamePipe Lab USC Game Demo Day 03/08/2012
Best Practices in Game Design for the Ultra-Mobile PC
by Matt Gillespie, Michael Finkel and Victoria Bailey The Ultra-Mobile PC (UMPC) will expand the market for PC games that run on Microsoft Windows* XP, as long as developers consider certain design re ...
game development visual computing 02/21/2012
Intel at Game Developer Conference 2009
Read all about Intel Software Network at the Game Developers Conference, held twice a year - once in San Francisco and once in Austin, TX.
Type: Landing & Links,Events
havok GDC Intel conferences game developers conference Smoke gaming larrabee gdc inverse kinematics game development visual computing graphics vcsource_domain_graphics vcsource_index 02/09/2012
Experimental Cloud-based Ray Tracing Using Intel® MIC Architecture for Highly Parallel Visual Processing
The cloud is game-changing factor in computing. Companies are offering a service in which the game itself runs on servers in the cloud. It processes user interactions from the game client, & the server sends back a compressed, rendered image to the user.
Type: Technical Article
vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index 01/17/2012
Multi-threaded Rendering and Physics Simulation
by Rajshree Chabukswar, Adam T. Lake, and Mary R. Lee, Intel® Software Solutions Group Introduction Learn how to decouple rendering and physical simulation in a multi-threaded environment with a ...
Type: Technical Article
Multithreading physics visual computing 01/12/2012
Level Up 2011 Judges
[image][image] [image] To win fortune, glory, and opportunity, your game demo must impress this year’s panel of game-industry luminaries. More expert judges will be joining the panel soon. ...
Type: Events
12/20/2011
Level Up 2011 Contest Categories
[image] [image]The revised and expanded Level Up Game Demo Contest now has contest categories to match popular game genres. Check our Prizes page to review the rewards for winners in these categories. ...
Type: Events
11/28/2011
Level Up 2011 Terms and Conditions
[image][image]Intel® Level Up 2011 Game Demo Contest Description1. How to EnterThe Level Up 2011, Intel® Visual Adrenaline Game Demo Challenge, runs from November 29, 2011 12:01 AM (U.S. Pacific Time ...
Type: Events
11/22/2011
Benefits of Intel® Advanced Vector Extensions For Quaternion Spherical Linear Interpolation (Slerp)
Intel® AVX is a 256 bit instruction set extension to Intel® SSE and is designed for floating point intensive applications. This article examines how Intel® AVX micro architecture features benefit Spherical Linear Interpolation (SLERP) opserations.
Type: Technical Article
AVX visual computing Intel AVX Intel SSE quaternion Sandy Bridge vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_type_samplecode vcsource_domain_gamedev vcsource_index 10/07/2011