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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
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
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
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
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
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
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
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
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
Onloaded Shadows: Moving Shadow Map Generation from the GPU to the CPU
In many games the sun moves very slowly, which means shadow maps for static objects don't have to be done on a per-frame basis. Onloaded Shadows uses WARP to asynchronously generate shadows and distribute copy overhead across several frames.
Type: Technical Article
samples sandybridge vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_onloadedshadows GameDev GamingGraphicSamples vcsource_techsample_gamecoderesourcedisk vcsource_index 09/29/2011
Introduction to x64 Assembly
For years, PC programmers used x86 assembly to write performance-critical code. However, 32-bit PCs are being replaced with 64-bit ones, and the underlying assembly code has changed. This white paper is an introduction to x64 assembly.
Type: Technical Article
IA-64 assembler visual computing ia64 addressing modes 09/29/2011
Debugging OpenCL™ Kernels Using Intel® OpenCL SDK Debugger
OpenCL, OpenCL SDK, Intel® OpenCL SDK
Type: Technical Article
Sandy Bridge vcsource_type_techarticle vcsource_domain_media vcsource_domain_graphics vcsource_product_oclsdk vcsource_index 09/26/2011
Towards Deterministic Multithreading in Games Part I
How to multithread a game engine, by separating visual components from logic ones, in a highly scalable way while still mantaining determinism, which a key aspect in some type of games, like RTS; and a desired propierty in most others.
Author: dark_sylinc
Type: Technical Article
09/23/2011
"MAXIS*-mizing" Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis’* Deferred Renderer
2nd Generation Intel® Core™ processors fundamentally changed the PC gaming landscape. Intel® GPA 4.0 provides full support for this next generation of processors. The Darkspore* team at Maxis used GPA to optimize their game for the new processor graphics.
Type: Technical Article
GPA game development visual computing Maxis Darkspore vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_type_casestudy vcsource_producttout_GPA vcsource_index Intel GPA 09/15/2011
Experience and Key Strategies for Load Balancing Games
Games are real-time software. With the increase in processing unit count, load balancing has become a challenge. This article explains how to effectively dispatch units of work to the available CPUs & adjust game content to the available computing power.
Type: Technical Article
game development visual computing load balancing vcsource_type_techarticle vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_index 07/22/2011
Dynamic Resolution Rendering
[image] Dynamic Resolution Rendering The Dynamic Resolution Rendering sample demonstrates a technique for dynamically adjusting the resolution of the main rendering, with graphica ...
Type: Technical Article
07/19/2011
Dynamic Resolution Rendering Article
The resolution selection screen has been a defining aspects of PC gaming. In this whitepaper and accompanying sample code, we argue that developers can dynamically vary the resolution of their rendering instead of having a static resolution selection.
Type: Technical Article
vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_dynamicresolutionrender vcsource_techsample_gamecoderesourcedisk vcsource_index 07/18/2011
MLAA: Efficiently Moving Antialiasing from the GPU to the CPU
Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (multisample antialiasing) is the standard technique in use today. A new technique developed by Intel Labs called MLAA addresses the limitations of MSAA.
Type: Technical Article
samples sandybridge antialiasing vcsource_type_techarticle vcsource_domain_graphics vcsource_techsample_morphanti GameDev GamingGraphicSamples vcsource_techsample_gamecoderesourcedisk vcsource_index 07/15/2011
Morphological Antialiasing (MLAA)
MLAA is an image-based, post-process filtering technique which identifies discontinuity patterns and blends colors in the neighborhood of these patterns to perform effective anti-aliasing.
Type: Technical Article
samples sandybridge antialiasing GameDev GamingGraphicSamples 07/15/2011
Section 8: Prejudice Case Study
This case study demonstrates how the performance of Section 8: Prejudice was increased 1.17x, from 24FPS to 28FPS on 2nd Generation Intel® Core™ processor family using the Intel® Graphics Performance Analyzers (GPA) on the game’s built-in benchmark scene.
Type: Technical Article
Intel GPA game development visual computing Section 8 vcsource_os_windows vcsource_platform_desktoplaptop vcsource_domain_graphics vcsource_product_gpa vcsource_type_casestudy vcsource_index GPA 07/14/2011