games

Link/UrlTags
GCDC'08: David Perry talks about the future of gaming [Videos]
Two hours before his curiously awaited keynote speech at GCDC'08 we had the opportunity to interview David Perry, CCO of Acclaim Games. Of course we wanted to know beforehand what he will talk about a ...

Posted: 2008-09-22 16:41:54 by ISN Admin, venkatrajaraman
GCDC, David Perry, keynote, gamedevelopment, david, perry, acclaim, game developer, games, game development
Advanced Threading for Games: Threading Quake4 - Pt. 1 of 4. The Need for Threading [Videos]
...

Posted: 2007-01-04 16:27:33 by ISN Admin, Sharon Greenfield (Intel)
technology, Multithreading, software, Multi-threading, games, intel, threading, multicore, game development, Anupreet Kalra, multithreading drivers, processing power
Advanced Threading for Games: Threading Quake4 - Pt. 4 of 4. Next Steps and the Future [Videos]
We kept this file large in order to preserve graphics clarity. Please allow time for the file to buffer for a minute or so. Nexts Steps and Future Flaws with Functional Decomposition - Severe Load Bal ...

Posted: 2007-01-03 22:09:57 by ISN Admin, Sharon Greenfield (Intel)
developer, Multithreading, software, Multi-threading, games, intel, multicore, game development, visual computing, Anupreet Kalra, processing power, multithreaded drivers
Advanced Threading for Games: Threading Quake4 - Pt. 2 of 4. Thinking About Threading [Videos]
...

Posted: 2007-01-22 20:28:08 by ISN Admin, Sharon Greenfield (Intel)
terascale, technology, Multithreading, games, intel, threading, multicore, game development, visual computing, Anupreet Kalra, multithreading drivers, processing power
轻装上阵,畅玩游戏 [Knowledgebase]
难道便携式游戏程序就只能是小型的吗?即将在Gamasutra 上发布的同名文章将为您揭晓答案。文章发布后,您可以前往图形技术开发社区获得文章链接文 ...

Posted: 2008-07-08 02:12:54 by Scott Crabtree (Intel), Brad Werth (Intel), Omar A Rodriguez (Intel), Erik Johnson (Intel)
Code, games, game development, visual computing, graphics
Code Demo: Destroy the Castle [Knowledgebase]
This is the binary and source of a demo we created to show how games can take advantage of multi-core processors. It's dead simple - you control a cannon facing down a terrifying, lethal... castle. ...

Posted: 2009-06-18 16:45:31 by
.net, OpenMP, Threading Building Blocks, coding, gaming, Code, games, polygonal modeling, threading, visual computing
Обучающее руководство по многоядерным технологиям: начальный уровень [Knowledgebase]
Добро пожаловать! Обучающие м ...

Posted: 2008-07-12 03:34:47 by
java, .net, OpenMP, Multi-threading, Tuning, games
Building for the Digital Home - Games [Knowledgebase]
Pushing the Envelope on Game Realism Intel makes it easy for gaming developers to accelerate the design, development, and deployment of gaming solutions using the latest software tools and developmen ...

Posted: 2009-06-18 16:28:11 by
Multi-threading, games, game development, physics, visual computing
Продукты семейства Intel® Threading Tools помогают повысить производительность ресурсоёмких приложений компьютерной графики [Knowledgebase]
Введение Продукты семейства Intel® Threading Tools помогают компании Autodesk оптимизировать программное обеспечение Ma ...

Posted: 2008-06-07 19:45:54 by Geoffrey Koch (Intel)
games, animator, visual effects, game development, digital content creation, visual computing
The Inner Game of Concurrency Programming: Optimizing for Intel's Dual Cores [Knowledgebase]
by Alexandra Weber Morales Abstract While much has been written about the whys, hows, and whether-or-not-to's of threading, there's been little focus on the most productive way to pound a parad ...

Posted: 2009-06-20 00:04:06 by
games, visual effects, physics, visual computing
Artificial Neural Nets and Hyper-Threading Technology [Knowledgebase]
by Chuck Desylva Introduction Different methods for optimizing AI algorithms to take advantage of an Intel® Pentium® 4 Processor with Hyper-Threading Technology The purpose of this paper is t ...

Posted: 2008-11-06 16:09:59 by Chuck V. DeSylva
OpenMP, Multi-threading, games
Bringing it Home: Gear for Game Audio Developers [Knowledgebase]
by Beverly Hanly Introduction Independent game audio developers can finally play in the same league as the major studios, thanks to descending hardware costs and skyrocketing capabilities in mo ...

Posted: 2009-06-18 15:42:45 by bhanly1
audio, games, game development, visual computing
Intel's Top Five Take Five Videos: Roger Chandler Part 1 [Videos]
Paul Steinberg talks technology and gaming with Intel's Roger Chandler, Director of Marketing, Visual Computing Software Division. ...

Posted: 2008-05-30 19:30:53 by Roger Chandler (Intel), Sharon Greenfield (Intel)
computing, visual, technology, Artificial intelligence, larrabee, games, game development, physics, visual computing
Would you be interested in adding a lecture on Parallel Architecture for Games, described in this design document? Why or why not? [Forums]
1. Course Name: Parallel Architecture for Games2. Writers: Mike Pearce, et al.3. Targeted availability: Q4 2008 4. Brief Course Description This module examines a game architecture developed by Inte ...

Posted: 2008-10-09 10:44:52 by Mike Pearce (Intel)
Framework, games, parallel, threading, multicore
Introducing Smoke and Orion [Blogs]
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! Basicall ...

Posted: 2008-12-10 09:16:46 by Orion Granatir (Intel)
ai, Smoke, games, threading, multi-core, multicore
Help: Writing a File Manager for Games? [Blogs]
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 ...

Posted: 2009-03-11 09:16:05 by Orion Granatir (Intel)
level up 2009, file system, multithreaded file system, vfs, virtual file system, games
GPA 2.1 Feature Highlight: Buffer Histograms [Blogs]
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 yo ...

Posted: 2009-08-28 10:24:30 by Chris Cormack (Intel)
tools, 3d, performance, optimization, GPA, games, graphics, GPA 2.1, 3d games, performance tools
GDC Austin: GPA demos at the Intel booth [Blogs]
If you are attending GDC Austin - please come see us at the Intel booth for a GPA 2.1 demo. Stop by, check it out, and provide feedback. Or if you just want to download it now - do that here :). ...

Posted: 2009-09-14 11:10:30 by Chris Cormack (Intel)
austin, tools, 3d, gaming, GPA, gdc, games, GPA 2.1, 3d games