Game Development

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Title Modified Date
GPA survey Terms and Conditions
These are the terms and conditions for the GPA survey
Author: Arti Gupta (Intel)
Type: Landing & Links
11/24/2009
Game Development
Game Development
Author: Arti Gupta (Intel)
11/23/2009
3D Modeling and Parallel Mesh Simplification
3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
Type: Technical Article
11/23/2009
Intel Software Network Events Calendar
The Intel® Software Network invites you to meet us at various events we are participating in. Upcoming Events November 24th, 2009 Intel(R) Seminar in Germany (Berlin, Germany) Participate in Inte ...
Type: News
11/20/2009
Tools
[image] [image] Intel® Graphics Performance Analyzers are a suite of software tools that provide in-depth graphics application analysis to help you ...
11/18/2009
Visualize This! on Intel Software Network TV
This is the home of our show Visualize This! Watch past episodes, read detailed show notes, see our live programming schedule, and subscribe to automatically get updates and future episodes.
Type: Landing & Links
11/10/2009
Updated Tools Spice Up New Ghostbusters* Game
Terminal Reality used the popular Intel® Graphics Performance Analyzers to optimize the newest Ghostbusters game. Intel’s tools helped identify a performance bottleneck so the game could be optimized for desktops and laptops.
Type: Technical Article
11/10/2009
Becoming More Godlike: How Demigod* Appeased the Masses with Intel® Graphics Performance Analyzers
This article looks at optimizing Gas Powered Games' Demigod using Intel® Graphics Performance Analyzers (Intel® GPA), a utility for analyzing graphics performance on Intel® Graphics Media Accelerator Series 4 and other supported Intel Graphics chipsets.
Author: Doraisamy Ganeshkumar,Jeff Freeman (Intel)
Type: Technical Article
11/10/2009
Game Development -Advanced
[image] [image] Game Development: Advanced Articles [image] Fluid Simulation for Video Games (part 4)[image] Fluid Simulation for Video Games (part 3)[image] Rethin ...
Author: Annie Rodkins (Intel)
11/06/2009
Intel® Visual Adrenaline Level Up 2009 Prize List
Intel® Visual Adrenaline Level Up 2009 Prize List
Author: Gina Bovara (Intel),Tonya Bowes (Intel)
Type: Landing & Links
11/06/2009
Parallel Programming
[image] [image] Parallel Programming [image] Parallelization of SMOKE Gaming Demo via Intel® Threading Building Blocks[image] Load Balancing between Threads[image] ...
11/05/2009
Data Decomposition: Sharing the Love and the Data
Data decomposition is a highly effective technique for breaking work into small parallel tasks. Do it well, and performance of your games and visual applications will noticeably improve. This article provides a basic introduction to the concepts.
Type: Technical Article
11/05/2009
Intel® Graphics Performance Analyzers (Intel® GPA) FAQ
This article is the FAQ for Intel® Graphics Performance Analyzers (Intel® GPA). This FAQ covers the currently-released version (2.2) of GPA. GPA helps game developers analyze and optimize their games for Intel's integrated graphics chipsets.
Author: Neal P (Intel)
Type: Technical Article
11/04/2009
An Introduction to Neural Networks with an Application to Games
by Dean Macri Introduction Speech recognition, handwriting recognition, face recognition: just a few of the many tasks that we as humans are able to quickly solve but which present an ever increasing ...
Author: Dean Macri (Intel)
11/03/2009
Quick Reference Guide to Intel® Integrated Graphics
The objective of this document is to educate the readers on the capabilities of the recent integrated graphics offerings from Intel. We hope that after reading this article th ...
Author: Chris Mcvay (Intel)
11/03/2009
Intel® Graphics Performance Analyzers
Intel® Graphics Performance Analyzers (Intel® GPA) is a powerful, agile tool suite which will help you to utilize the full performance potential of Intel Integrated Graphics-based systems
Author: Ajay Mungara (Intel),Neal P (Intel)
Type: Landing & Links
11/03/2009
Do-it-yourself Game Task Scheduling
Intel® Threading Building Blocks (Intel® TBB) is used to efficiently spread work over threads. Nulstein, as described in this article, is a simple and memory effective method for implementing task scheduling that can be adapted to most game platforms.
Author: Jérôme Muffat-Méridol (Intel)
Type: Technical Article
11/03/2009
Parallelization of SMOKE Gaming Demo via Intel® Threading Building Blocks
This paper describes the steps in the process of characterizing and optimizing the already parallel SMOKE Gaming Demo [1] using Intel's software suite of tools. We argue that the techniques used here are applicable to other gaming codes as well.
Author: Andrey Marochko (Intel),Brad Werth (Intel),Anton Pegushin (Intel),Michael D'mello (Intel)
Type: Technical Article
11/02/2009
Optimizing Without Breaking a Sweat
This article describes novel techniques developed to optimize DreamWork Animation's rendering, animation, and special effects applications without recompiling or relinking by preloading highly optimized libraries at run-time.
Author: John O (Intel),Matt Walsh (Intel),Alex Wells (Intel)
Type: Technical Article
10/30/2009
Achieving Performance: An Approach to Optimizing a Game Engine
by Will Damon Introduction Wanting to try out something new for GDC 2002, a few game developers got together and invented the Dogma 2001 Challenge*. Chris Hecker and Sean Barrett, two of the original ...
Author: William Damon (Intel)
10/30/2009
Intel® Graphics Performance Analyzers (Intel® GPA) Quick Start Guide
Learn how to use the various tools in the Intel® Graphics Performance Analyzers (Intel® GPA) tools. Though the article was written with the 2.0 version of GPA, it should be usable with the 2.2 release as well.
Author: Neal P (Intel),Sharon Greenfield (Intel)
Type: Technical Article
10/30/2009
Fluid Simulation for Video Games (part 4)
This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
Author: Dr. Michael J. Gourlay
Type: Technical Article
10/28/2009
Scaling Ambient Animations for Improved Game Experience
Game developers want a game that is fair to all players. This article introduces a demo called Horsepower that shows enhanced ambient animation when run on a multi-core CPU. Horsepower features a multi-threaded game framework based on the Smoke demo.
Author: Mike Yi (Intel),Orion Granatir (Intel)
Type: Technical Article
10/21/2009
Intel® Performance Analyzer Comparison
This article provides a quick feature comparison between the several performance analyzers offered by Intel Corporation.
Type: Technical Article
10/21/2009
Fluid Simulation for Video Games (part 3)
Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Author: Dr. Michael J. Gourlay
Type: Technical Article
10/15/2009