| Link/Url | Tags |
|---|---|
| Advanced Threading for Games: Threading Quake4 - Pt. 3 of 4. Thinking About Threading -continued [Videos] ... Posted: 2007-01-22 20:52:44 by ISN Admin, Sharon Greenfield (Intel) | developer, tera-scale, technology, pentium, software, game, intel, multithread, threading, multicore, game development, visual computing, Anupreet Kalra, multithreading drivers, processing power |
| Программа Intel® Graphics Media Accelerator Profiler версии 2.1 [Knowledgebase] Введение Программа Intel® Graphics Media Accelerator Profiler V2.1 (IGMAP) представляет собой инструмент профилирования производит ... Posted: 2009-02-05 02:01:03 by | Integrated Graphics, game development, media sdk, Intel® GMAP, visual computing |
| GCDC'08: more demos optimized for Intel platform [Videos] ... Posted: 2008-10-10 15:13:07 by ISN Admin, Sharon Greenfield (Intel) | GCDC, gamedevelopment, software, intel, Network, game development, visual computing, core 2 extreme, platform scaling |
| A New Way to Play Multi-Player Games [Videos] games-in-intel ... Posted: 2008-10-15 16:18:16 by Jerry Makare (Intel) | ISN, video, game development, visual computing, mobile platforms, multi player gaming |
| 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 |
| Оптимизация компьютерных игр для ультрамобильных ПК [Knowledgebase] Рост популярности ультрамобильных ПК способствует расширению рынка компьютерных игр на базе Microsoft Windows* XP. ... Posted: 2009-02-04 13:24:35 by | game development, visual computing |
| 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 |
| Z Fighting Code Sample [Knowledgebase] by Matt McClellan and Kipp Owens Intel Corporation Client Enabling Technology Why Should I Care About This Code Sample? This source code demonstrates how game developers can work around any Z fighti ... Posted: 2008-05-10 22:54:33 by | gaming, Code, game development, visual computing |
| 真实案例分析:游戏线程处理,在英特尔® 处理器上获得高性能 [Knowledgebase] 介绍 作者:英特尔公司软件解决方案事业部 Sara Sarmiento 您为何需要对游戏进行线程处理?并行性是在多平台上实现扩展的最简单、最经济高效的方式 ... Posted: 2008-05-11 17:06:21 by | Hyper-Threading Technology, game development, visual computing |
| 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 |
| Multithreaded Game Programming and Hyper-Threading Technology [Knowledgebase] by Will Damon Overview Multiprocessor machines are becoming more commonplace on the desktop with the introduction of Hyper-Threading Technology to the Intel® Pentium® 4 processor. While mult ... Posted: 2009-06-20 17:47:05 by William Damon (Intel) | coding, threading, game development, visual computing |
| 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 |
| Greg Corson, Sony Software Engineer on COLLADA Tools [Videos] We interviewed Greg Corson, Sony Software Engineer, who has worked on COLLADA since 2005 on game development development tools including importers, exporters and coherency checkers. If you are writing ... Posted: 2008-10-16 11:47:03 by greg-a-corson, Jerry Makare (Intel), venkatrajaraman | collada, coherency, checkers, sony, greg, corson, game, game development, visual computing, coherency checker |
| GCDC'08: what do think of the conference - part one [Videos] After our interview meeting with Steve Hughes from Intel we stopped some people on their way as we wanted to know quite a few important things from them: Whether GCDC'08 met their expectations so far? ... Posted: 2008-09-22 16:44:07 by ISN Admin, venkatrajaraman | GCDC, intel, game development, visual computing |
| GCDC 08: Optimizing DirectX code for multi-core platforms [Videos] Right after his 50 minutes session at GCDC'08 talking about DirectX optimizations for multi-core platforms we had the chance to interview Intel fellow Leigh Davies. Our questions we asked him were qui ... Posted: 2008-09-22 16:19:18 by ISN Admin, Sharon Greenfield (Intel) | GCDC, development, Threading Building Blocks, leigh davies, rendering, game development, visual computing, DirectX optimizations, multi-core platforms |
| Intel Sotware Partner Program: Tandem Games [Videos] Aaron Murray, Tandem Games Co-Founder, talks about being a member of Intel's Software Partner Program, and about Tandem's new game "Domain of Heroes" at GDC Austin. For more information on the Softwar ... Posted: 2008-10-15 16:39:17 by Jerry Makare (Intel), Bruce Mossman (Intel), venkatrajaraman | Intel Software Partner Program, Take Five Videos, GDC Austin, Domain of Heroes, Aaron Murray, game development, visual computing |
| GDC Session Content [Knowledgebase] Intel engineers spoke at a number of sessions at the 2007 Game Developers Conference. Here are some of the presentations we delivered at GDC. Awesome, but Fair: Enhancing Performance on Multi-Core Cl ... Posted: 2009-06-18 18:13:58 by Steve Pitzel (Intel) | game development, visual computing |
| The 3D Production Pipeline for Games: Getting it There [Knowledgebase] The Challenge of Animating the Artist's Dream Figure 1 - Artist's lament: "It never looks quite the same in the game…"Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDi ... Posted: 2009-06-19 23:52:20 by Steve Pitzel (Intel) | inverse kinematics, polygonal modeling, animator, game development, specular map, digital content creation, texture map, global illumination, NURBS, visual computing, bump map |
| Building a Better AppWizard [Knowledgebase] by Will Damon, Dean Macri, and Kim Pallister Introduction Back in July of 2000, we published an article on the Intel® Developer Services website explaining how to go about authoring a custom M ... Posted: 2009-06-18 15:44:34 by Dean Macri (Intel), Kim Pallister (Intel), William Damon (Intel) | game development, visual computing |
| Intel® Graphics Media Accelerator 900 Series Software Developer's Guide [Knowledgebase] by Adam Lake Introduction Intel® Integrated Graphics provides a compelling choice for software developers deciding upon graphics platforms for which to develop, test, and optimize. This solution en ... Posted: 2009-09-08 15:50:33 by Adam Lake (Intel) | game development, Intel® GMA, visual computing |
| Achieving Performance: An Approach to Optimizing a Game Engine [Knowledgebase] 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 origina ... Posted: 2009-10-30 16:00:21 by William Damon (Intel) | game development, physics, visual computing |
| Rendering to Texture Surfaces Using Microsoft DirectX7* API [Knowledgebase] by Kim Pallister Introduction Developing for the current generation PC platform rewards software developers working in 3D with both blessings and curses. On the positive side, PC's are delivering ro ... Posted: 2009-06-19 18:51:51 by Kim Pallister (Intel) | ray tracing, game development, texture map, visual computing, bump map |
| Open Source Game Development [Knowledgebase] Introduction A 3D game engine is a complex collection of code. Anyone entering into game development would have to spend at least a year developing a game engine or purchase a pricey game engine ... Posted: 2009-06-19 11:34:00 by | coding, Game programming, game development, physics, visual computing |
| How to Get Faster Video Rendering on the Intel® Pentium® 4 Processor [Knowledgebase] by Eric L. Palmer Abstract This document describes how to make sure that your video rendering code is as fast as it can be on Intel® Pentium® 4 processor-based systems. This method applies to any ... Posted: 2009-06-18 18:33:32 by Eric Palmer (Intel) | coding, game development, visual computing |
| Developer Tools for 3D Media Applications [Knowledgebase] Introduction The right set of software development tools simplifies performance enhancement in media applications and allows for continuous, cost-effective improvements. The market for digi ... Posted: 2009-06-18 17:58:48 by | 3d, game development, fraps, visual computing |
| Intel at Game Developer Conference 2009 [Knowledgebase] Thanks for coming to see what Visual Adrenaline is all about!Another successful GDC is under our belt! See our blogs from the event below or check out the posted session materi ... Posted: 2009-06-18 19:00:11 by Gina Bovara (Intel) | Events, havok, GDC Intel, conferences, game developers conference, Smoke, gaming, larrabee, gdc, inverse kinematics, game development, visual computing, graphics |
| An Overview of Procedural Fire [Knowledgebase] Download PDF An Overview of Procedural Fire [PDF | 1MB] Introduction The “Smoke” demo, created to highlight the scalability of a multi-threaded game engine architecture, includes a no ... Posted: 2009-06-18 14:37:59 by | havok, Smoke, Game programming, visual effects, game development, physics, visual computing |
| Проектируем архитектуру параллельного игрового движка [Knowledgebase] Разработка параллельной среды игрового движка (PDF) 1. Введение С приходом на рынок многоядерных процессоров ... Posted: 2009-02-19 08:52:10 by | game development, physics, visual computing |
| Quake Wars* Gets Ray Traced [Knowledgebase] A scene unfolds in the computer room of a major university. Those watching sense electricity in the air, the kind of tension that builds before a thunderstorm, as a cluster of 20 networked PCs, each e ... Posted: 2009-08-12 16:20:40 by Daniel Pohl (Intel) | larrabee, ray tracing, game development, specular map, physics, texture map, visual computing, bump map |
| Lock or Be Free [Blogs] Jeff Andrews wrote a great article about multithreaded game engines over on Whatif.intel.com. These are the concepts that the Smoke (n-way threaded game framework) demo was built on. One of the re ... Posted: 2008-12-30 16:07:29 by Orion Granatir (Intel) | Add new tag, Smoke, execution mode, gdc, threading, multi-core, multicore, game development |
| Havok Talks Simulating Real-World Physics [Knowledgebase] By Lee Purcell Download PDF Havok Talks Simulating Real-World Physics** Physics - that fascinating branch of science that traditionally puts high school students into a REM sleep state - has also g ... Posted: 2009-06-19 23:16:47 by | havok, game development, physics, visual computing |
| Rendering grass with Instancing in DirectX 10 [Knowledgebase] IntroductionRendering realistic looking grass in real-time is hard, especially on consumer graphics hardware because of its geometric complexity. The intent of this article and source provided is to i ... Posted: 2009-06-19 18:48:45 by | game development, texture map, visual computing |
| Метод точного рендеринга частиц объема с помощью пиксельного шейдера [Knowledgebase] Многие игры, даже работающие на современном «продвинутом» оборудовании, рендерят частицы с помощью смотрящ ... Posted: 2009-04-01 06:19:49 by | Smoke, visual effects, game development, physics, texture map, visual computing |
| Microsoft Flight Simulator X SOARS to New Heights with Multi-Threading [Knowledgebase] By Lee Purcell Download PDF Microsoft Flight Simulator X Soars to New Heights with Multi-Threading** For many pilots, no sensation evokes greater pleasure than that fleeting moment when gravity is ... Posted: 2009-06-19 11:04:50 by | Parallel Programming, game development, texture map, 3d modeling, visual computing |
| Multi-Threading Goo!: A Programmer’s Diary [Knowledgebase] by Tommy Refenes Download PDF Multi-Threading Goo!: A Programmer's Diary** I'll admit it. I'm a speed freak. (I tried to get help, but it turns out those clinics by the train station are for someth ... Posted: 2009-06-19 11:25:41 by | Integrated Graphics, game development, physics, visual computing |
| Army of Thousands: An Evolution of the RTS Genre? [Blogs] Army of Thousands: An Evolution of Real Time Strategy Games What would happen to real time strategy game play if you could control thousands of units, instead of the hundreds of units typically p ... Posted: 2009-02-06 17:06:15 by Scott Crabtree (Intel) | game design, real time strategy, RTS, unit limit, video game, gdc, game development |
| Руководство разработчика по Intel® GMA 3000 и X3000 [Knowledgebase] Введение Intel® GMA X3000 – это четвертое поколение графических ядер Intel Integrated Graphics. Подобно своим предшес ... Posted: 2008-04-10 16:40:13 by Chuck De Sylva (Intel) | game development, visual computing |
| 逐鹿2009 — 竞赛奖品 [Knowledgebase] 英特尔® 视觉冲击 — 逐鹿2009竞赛奖品每个竞赛类别的前三名为获奖者。获奖者的奖品列举如下。 ... Posted: 2009-06-25 17:59:34 by 穆丽虹 (Intel) | contest, game development, visual computing |
| Boost Game Performance With Threads [Knowledgebase] How to use functional decomposition to get better performance by using all your processor cores—while making only small changes to your existing code. Andrew Binstock Games and other software that ... Posted: 2009-06-18 15:41:06 by | Parallel Programming, visual effects, game development, visual computing |
| Maximizing Performance with Fine-Grained Parallelism [Knowledgebase] Implementing functional decomposition in games to get the most performance from the processor By Andrew Binstock In my previous article, I described how to use functional decomposition to break up g ... Posted: 2009-06-19 10:39:54 by | coding, game development, visual computing |
| OMG, Multi-Threading is Easier Than Networking [Knowledgebase] How threading is easy and similar to network code Prior to working at Intel, I worked on PlayStation* 3 games at Insomniac Games. Most of the work I did at Insomniac dealt with multiplayer network co ... Posted: 2009-06-19 11:31:52 by Orion Granatir (Intel) | game development, visual computing |
| You're invited to join us at GDC; in-person or virtually! [Blogs] The San Francisco Game Developer's Conference begins in few short days and what a show it is going to be! Intel is presenting plenty of technical sessions, chalk talks, demonstrations, walk-thr ... Posted: 2009-03-20 09:22:25 by Gina Bovara (Intel) | Events, conferences, game developer, contests, twitter, game demo, level up 2009, gdc, game contest, game demo challenge, game development |
| Got Game? [Blogs] My brother is Biology professor who gets to travel all over the place and do interesting things. Unfortunately, We only get to see each other just a few times a year but when we do a little ritual ... Posted: 2009-03-22 06:59:16 by Eric Sardella (Intel) | game demo, level up 2009, contest, level up, gdc, game demo contest, game development |
| Winners announced for Havok Physics Innovation Contest [Blogs] Back in August we kicked off a contest to encourage developers to create games that made innovative use of Havok Physics and Animation for PC. We put $40,000 worth of prizes up for grabs and today w ... Posted: 2009-03-23 09:10:48 by Lee Machen (Intel) | havok, game developer, gaming, game engine, gdc, game development, physics |
| Game Developers speak out on the new Intel® Core™2 Extreme Mobile Processor [Videos] Top game developers -- id, Capcom, and Pandemic - talk about this new processor and how it vastly improves game play and developer productivity. See them preview Enemy Territory: Quake Wars, Bionic Co ... Posted: 2008-09-05 22:25:14 by pasanders, Sharon Greenfield (Intel), venkatrajaraman | threading, game development, visual computing, core 2 extreme, framerate |
| GDC Threading Tutorial – Lab 1 [Videos] This video examines how Parallel Amplifier can find hotspots and concurrent (or not) parts of your code. Follow along and try out Parallel Amplifier on the provided code base. Source download for ... Posted: 2009-03-23 21:42:07 by Paul Lindberg (Intel), venkatrajaraman | Take Five Videos, Smoke, parallel studio, gdc, awesomeness, intel, parallel amplifier, parallel, threading, game development, visual computing, concurrent code |
| GDC Threading Tutorial – Lab 3 [Videos] This video looks at an AI system and how it can take advantage of the threading framework outlined in Lecture 2. Follow along and you will spread out its load across available CPU cores. The lab w ... Posted: 2009-03-23 23:22:32 by Brad Werth (Intel), venkatrajaraman | Take Five Videos, thread, Smoke, parallel studio, awesomeness, intel, parallel amplifier, parallel, threading, multicore, game development, visual computing, concurrent code |
| GDC Threading Tutorial – Lab 4 Part 2 [Videos] This video examines how to hook multiple threaded systems together (e.g. input, AI, physics). Follow along with the video and see how the data flows without bottlenecking systems. Source download ... Posted: 2009-03-24 00:20:54 by Orion Granatir (Intel), venkatrajaraman | paralleism, multi core, Take Five Videos, parallel studio, gdc, awesomeness, intel, parallel amplifier, threading, game development, visual computing, concurrent code |
| GDC Threading Tutorial – Lab 5 Part 2 [Videos] This is the final video which will find (and fix) memory leaks and data races with Parallel Inspector. Follow along and try out Parallel Inspector on the provided code base. Source download for th ... Posted: 2009-03-24 01:55:44 by Paul Lindberg (Intel), venkatrajaraman | parallelism, multi core, Take Five Videos, parallel studio, gdc, awesomeness, intel, parallel amplifier, parallel, threading, game development, visual computing, concurrent code |
| GDC'09 Prefab Teaser [Videos] GDC'09 Prefab Teaser ... Posted: 2009-03-24 10:33:35 by Project Offset, venkatrajaraman | game developers conference, gdc, Project Offset, game development, visual computing |
| 面向 3D 游戏优化的基于 CPU 的贴皮技术 [Knowledgebase] 概述 作者:Leigh Davies 逼真的 3D 角色模型在许多计算机游戏中的作用越来越重要。有机模型(如人)比刚体更难渲染,这是因为定义模型形状的网格会 ... Posted: 2008-05-11 21:01:29 by | game development, texture map, visual computing |
| Optimizing Game Architecture with Intel Threading Building Blocks [Videos] Brad Werth, Intel Senior Software Engineer, Spoke to game developers at GDC 2009 about how the cross-platform threading library, Intel Threading Building Blocks, can enhance the performance of your g ... Posted: 2009-03-31 16:01:51 by Brad Werth (Intel), venkatrajaraman | Threading Building Blocks, Take Five Videos, Intel Software Network, Intel Tools, TBB, game developers conference, brad werth, gdc, intel, game development, visual computing |
| Checking in With Intel Software Partner Program Member Tandem Games [Videos] Tandem Games is a member of the Intel Partner Program, and was interviewed for Take Five Videos in 2008 at the Game Developer Conference in Austin, TX. Take Five Videos caught up with Tandem Games at ... Posted: 2009-03-31 16:16:13 by Jerry Makare (Intel) | Intel Software Partner Program, Game Developer Conference, partner program, Take Five Videos, Intel Software Network, Tandem Games, gdc, Drew McGee, story, game development, digital content creation, Bumble Tales, Writer |
| A Chat with Justin Lassen at GDC [Videos] Justin Lassen is Composer, Producer, and Remixer of music for film and video games. Take Five Videos caught up with Justin at GDC 2009 in San Francisco, and had a brief chat with him about his work. T ... Posted: 2009-04-02 11:34:00 by Jerry Makare (Intel), Sharon Greenfield (Intel) | Intel Software Partner Program, audio, Game Developer Conference, Take Five Videos, Intel Software Network, gdc, Justin Lassen, artist, game development, visual computing, audio artist |
| A Chat with Intel Software Partner Program Member Tandem Games Artist [Videos] Tandem Games is a member of the Intel Software Partner Program. Take Five Videos caught up with new member of the Tandem Games team Fernando Baz. Fernando is one of the artists working on the casual g ... Posted: 2009-04-14 14:59:52 by Jerry Makare (Intel), Sharon Greenfield (Intel) | Intel Software Partner Program, Game Developer Conference, Take Five Videos, Intel Software Network, Tandem Games, Domain of Heroes, ISPP, gdc, Fernando Baz, artist, animator, game development, visual computing |
| 利用多核扩充性能 [Knowledgebase] 隆重推介 SMOKE 框架和演示作者:Orion Granatir 和 Ryan Shrout 继 2004 年主频大战使处理器技术改进步伐开始变缓之后,第一款多核处理器在主流市场的投放 ... Posted: 2009-06-18 08:17:33 by Orion Granatir (Intel) | havok, Smoke, game development, physics, visual computing |
| Data Decomposition: Sharing the Love and the Data [Knowledgebase] Data decomposition is a highly effective technique for breaking work into small tasks that can be parallelized. Do it well, and performance of your games and visual applications will noticeably improv ... Posted: 2009-11-05 12:38:59 by | Smoke, larrabee, data decompostion, game development, physics, visual computing |
| How Special Silicon Facilitates Parallel Arithmetic [Knowledgebase] One of the most effective forms of parallelization is found deep inside Intel® x86 processors: the ability to execute parallel calculations with a single instruction. You can do this manually or let ... Posted: 2009-06-18 18:31:49 by | simd, Multi-thread apps for Multi-Core, SSE, game development, physics, visual computing |
| Procedural Spooling In Games [Knowledgebase] By Mick West[In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games.]In a game w ... Posted: 2009-06-19 14:11:54 by | procedural spooling, game development, physics, NURBS, visual computing |
| Unlocking the Potential of Graphics Processing: Technology Transfer at Its Finest [Knowledgebase] An Interview with Intel's Randi Rost by Chryste SullivanHow do technology ideas propagate through the world at large and somehow become real? What does it take to capture the imaginations and talents ... Posted: 2009-06-20 16:23:02 by | ray tracing, game development, visual computing, graphics |
| Optimizing Asset Processing [Knowledgebase] By Mick West[In an in-depth technical article, Neversoft co-founder Mick West discusses performance concerns when optimizing asset processing for games, including the basic nature of the common proble ... Posted: 2009-06-20 21:18:33 by | game asset optimization, game development, visual computing |
| Multi-Core Simulation of Soft-Body Characters using Cloth [Knowledgebase] Soft-body physics is an increasingly popular feature in videogames. Due to their computational intensity, soft-body physics are presently used sparingly to depict the movement of cloth, hair, and othe ... Posted: 2009-06-20 21:15:39 by Brad Werth (Intel) | soft body physics, soft body characters, soft-body physics, soft-body characters, game development, physics, texture map, NURBS, visual computing |
| Designing Artificial Intelligence for Games (Part 1) [Knowledgebase] By Donald Kehoe Over the course of the last few decades, the gaming industry has seen great strides. Beginning with simple games like Pong* and Pac-Man* which offered players a short escape from ... Posted: 2009-06-20 19:32:38 by | ai, Artificial intelligence, artificial intelligence engine, multi-core, game development, visual computing |
| An Overview of How to Accurately Model Procedurally Spreading Fire [Knowledgebase] The Smoke demo, which highlights the scalability of a multi-threaded game engine architecture, includes a novel approach for creating procedural fire. As part of a farmhouse scene, complete with AI-co ... Posted: 2009-06-09 10:49:08 by Hugh Smith (Intel), Jeff Freeman (Intel) | havok, Smoke Demo, procedural fire, visual effects, game development, visual computing |
| Random Scattering: Creating Realistic Landscapes [Knowledgebase] By Mick West Gamasutra August 6 2008 [In this technical article, originally published in Game Developer magazine, Neversoft co-founder Mick West continues his acclaimed analyses by showcasing an a ... Posted: 2009-06-09 11:29:40 by | visual effects, procedural scattering, game development, visual computing |
| 3D Graphics Optimizations for ARM Architecture [Knowledgebase] Introduction Embedded and handheld computing devices are rapidly becoming ubiquitous. They are evolving in usage, performance and features and are becoming capable of supporting 3D graphics. The comp ... Posted: 2009-06-17 17:08:36 by | game development, visual computing |
| Optimizing Vertex Linear Interpolation with Intel® Pentium® III and Pentium® 4 Processors [Knowledgebase] Introduction Increasing processor speeds have led to the introduction of more complex algorithms that provide games with a more dynamic player environment, resulting in a decline in the use of vertex ... Posted: 2009-06-19 13:45:36 by | game development, visual computing |
| Meet Arti Gupta of Intel Software Network [Videos] Meet Arti Gupta, community manager for Games Development on the Intel Software Network team. She joined Intel in 1998 and in her 10 year tenure has worked on a variety of software engineering projects ... Posted: 2009-06-23 12:27:59 by Arti Gupta (Intel), venkatrajaraman | ISN, ISN TV, game development, visual computing |
| Allegorithmics Real Time Graphics Texture Streaming for Games [Videos] Alexis Khouri, Marketing & Sales Director for Allegorithmic shows their just announced engine "Substance" for real time texture streaming. The calculation power of multicore and their optimized en ... Posted: 2008-04-03 23:42:51 by alexis.khouri@allegorithmic.com, Sharon Greenfield (Intel), venkatrajaraman | animator, game development, specular map, texture map, visual computing, normal map |
| Ascaron's Sacred 2: Fallen Angel on Intel Centrino2r processor technology [Videos] German Gaming Company Ascasron talks about the game "Sacred 2, Fallen Angel" and how it works with IntelCentrino2r processor technology . Ascaron also : Talks about Ad-hoc mobile features & Mobile ... Posted: 2008-07-24 21:36:44 by ISN Admin, Sharon Greenfield (Intel), venkatrajaraman | Mobile Gaming, Centrino 2, game development, visual computing, normal map, speed, load time, Fallen Angel: Sacred 2, ad-hoc gaming |
| Brief overview of technologies used in Intel’s Smoke Demo [Videos] Orion Granatir, Brad Werth, and Omar Rodriguez discuss some of the technologies used in Intel’s Smoke demo. This demo was built to showcase one way to create a highly threaded game. This video exa ... Posted: 2008-12-04 08:55:26 by Aaron Tersteeg (Intel) | havok, Smoke, orion granatir, threading, game development, visual computing |
| Developer Viewpoint - Far Cry 2 and Intel® Core i7 [Videos] Dominique Guay, Technical Director for Far Cry 2, shares his experience working with a team of programmers, artists, and animators in developing this game. He talks about the development goals how h ... Posted: 2008-12-04 11:59:58 by Joel De Guzman (Intel), venkatrajaraman | Parallel Programming, Core i7, multicore, game development, visual computing, Dominic Guay |
| Game Creators: Threading for Games [Videos] Lee Bamber, CEO of Game Creators, talks about the performance gains they made through threading their game around enabling artificial intelligence, accelerated line mapping, and video capture. All Gam ... Posted: 2008-03-06 16:45:51 by Lee Bamber, Sharon Greenfield (Intel), venkatrajaraman | Artificial intelligence, threading, game development, visual computing, accelerated line mapping |
| Challenges of Cross Platform Game Development - Part 3 [Videos] As gaming becomes more and more popular among the enthusiasts, the choice of the platforms on which they play games are also increasing to a great extent. As of today games can be played on consoles, ... Posted: 2009-06-28 23:43:00 by Lakshminarasimhan Ranganathan (Intel) | Cross Platform, game development |
| Challenges of Cross Platform Game Development - Part 4 [Videos] As gaming becomes more and more popular among the enthusiasts, the choice of the platforms on which they play games are also increasing to a great extent. As of today games can be played on consoles, ... Posted: 2009-06-29 00:02:13 by Lakshminarasimhan Ranganathan (Intel) | Cross Platform, game development |
| Intel® GPA 2.2 now available for download [Forums] Intel is pleased to announce Intel® Graphics Performance Analyzers 2.2, which now includes support for Microsoft DirectX* 10 and Microsoft Windows 7* OS. If you've already loaded 2.0 or 2.1 of GPA, d ... Posted: 2009-06-30 07:39:42 by Neal P (Intel) | game developer, GPA, graphics performance analyzers, game development, graphics |
| Highlights and Challenges during Ghostbusters Development, Part 2 [Blogs] Game Loop Parallelization in the Infernal Engine In the old days of single processor computers, your game loop would run every process for the game in single step, the results were 100% determinist ... Posted: 2009-06-24 09:42:05 by Mark Randel | Parallel Programming, game development |
| Highlights and challenges during the Ghostbusters development, Part 1 [Blogs] Ghostbusters was an unusually long project for us - we started in January 2006 with a prototype. For the first nine months of development, we were working on recreating the ballroom scene where Slime ... Posted: 2009-06-15 12:29:37 by Mark Randel | Parallel Programming, game development |
| Getting the Most for your Games with Intel Integrated Graphics [Videos] Scott Brown, President of NetDevil talked to us at the Game Developers Conference about how his products have taken advantage of performance analysis tools and coding for the Intel Integrated Graphics ... Posted: 2008-04-03 23:44:37 by Scott Brown (Intel), Sharon Greenfield (Intel) | Integrated Graphics, gdc, game development, visual computing, Scott Brown |
| Intel Game Demo Contest 2007 [Videos] The Game Demo Contest 2007 had two categories - Best Threaded Game and Best Game on the Go. The entries received covered various genres of games including first person shooters, arcade, strategy/tacti ... Posted: 2008-02-26 22:53:53 by ISN Admin | threading, game development, visual computing, Game Demo Contest 2007 |
| Luxology Modo 302 Demo at GDC 2008 [Videos] Immanuel Martin, Luxology Sales Director, shows Luxology's MODO 302 an integrated graphics modeling tools for developers with features including sub-divisional surfaces, 3D Paint, mesh-based sculpting ... Posted: 2008-04-03 23:32:00 by immanuel.martin@prosys.ca, venkatrajaraman | collada, Luxology, game development, visual computing, MODO 302, integrated graphics modeling |
| Visualize this! GPG CEO Chris Taylor on Demigod and its use of GPA [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Networ ... Posted: 2009-07-06 12:11:13 by Arti Gupta (Intel) | Parallel Programming, multi-core, game development |
| Highlights and Challenges During Ghostbusters Development, Part 4 [Blogs] Synchronization between threads in the Infernal Engine Thread synchronization is a complicated problem and rarely discussed in practice. We came to our own conclusions via experimentation and wha ... Posted: 2009-07-07 08:07:21 by Mark Randel | GPA, multi-core, game development |
| Visualize this! Chris Cormack GPA product designer on GPA 2.1 [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Networ ... Posted: 2009-07-16 10:18:32 by Arti Gupta (Intel) | Parallel Programming, game development, Parallel Prog. & Multi-Core |
| Visualize this! 05 the Kaboom project [Blogs] Welcome to episode #7 of Visualize this! where we talk about topics relating to Visual Computing. Our topic today is the Kaboom project, and the new whitepaper multi threaded fluid simulation for ... Posted: 2009-07-28 15:10:06 by Arti Gupta (Intel) | Parallel Programming, multi-core, game development |
| Designing Artificial Intelligence for Games (Part 4) [Knowledgebase] By Donald Kehoe Getting the Most out of Your AI: Threading All the previous articles in this series have been laying the foundation for this. Hopefully, you now have a good understanding of what a ... Posted: 2009-08-19 09:26:51 by | ai, Artificial intelligence, Multi-threading, artificial intelligence engine, game development |
| Visualize this! Concurrent Collections for C/C++ [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual computing. I am Arti Gupta community manager for games development at Intel Software Network Th ... Posted: 2009-08-28 10:11:56 by Arti Gupta (Intel) | Parallel Programming, game development |
| The Whimsy Of Domain-Specific Languages [Knowledgebase] By Mick West*GamasutraSeptember 3 2008[In this technical article, originally published in Game Developer magazine, Neversoft co-founder Mick West explores making your own mini-languages for games by m ... Posted: 2009-09-09 13:55:12 by | game development, visual computing, domain specific language, DSL |
| Visualizing Floats [Knowledgebase] By Mick West Floating point numbers permeate almost every area of game programming. They are used to represent everything from position, velocity, and acceleration, to fuzzy AI variables, texture coo ... Posted: 2009-09-22 11:12:53 by | game development, visual computing |
| Visualize this! Dreamworks and Intel optimization process [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network. ... Posted: 2009-09-15 07:40:15 by Arti Gupta (Intel) | game development, visual computing |
| We're at Austin GDC - check out what's going on! [Blogs] Hi everyone! This week we're at the Austin Game Developers Conference 2009 and blogging straight from the floor in the Intel Lounge. View the comments from attendees below! Don't know what to w ... Posted: 2009-09-15 09:40:59 by Kelly Lowry (Intel) | Events, game development, visual computing |
| Visualize this! Using Intel Parallel Studios in Game development [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network. ... Posted: 2009-09-23 12:13:49 by Arti Gupta (Intel) | game development, visual computing |
| Adobe and Intel(R) Core i7 Mobile Processor [Videos] Adobe digital content creation software, now with the performance of the Intel® Core™ i7 mobile processor, enables new workflows that were never before possible. Render on the road, rende ... Posted: 2009-10-01 15:02:52 by Joel De Guzman (Intel) | Visual Adrenaline, dcc, artist, game development, visual computing, graphics, artist tools |
| Epic and the Intel(R) Core i7 Mobile Processor [Videos] The power of Intel's Core i7 mobile processor and Epic's Unreal game engine empowers game developers to work on the go with their new mobile workstation. Developers can easily build multithreaded appl ... Posted: 2009-10-01 15:39:55 by Joel De Guzman (Intel) | game engine, Visual Adrenaline, game development, visual computing, graphics |
| Behind the Scenes with Codemaster's Operation Flashpoint: Dragon Rising* [Videos] Get the developer perspective and behind-the-scenes insights on the creation of Operation Flashpoint: Dragon Rising*. See how Havok Physics, Intel's VTUNE, and Intel's Graphics Performance Analyzers w ... Posted: 2009-10-01 16:36:26 by Joel De Guzman (Intel) | Vtune, Visual Adrenaline, Graphics Perfomance Analyzer, game development, visual computing, graphics |
| It's not the Movies [Blogs] It's a funny business, making games. In one week this year the Empire team had artists illustrating game events by painting epic scenes in the style of old masters, and doing it so well they might be ... Posted: 2009-10-02 12:54:21 by mikesimpson | Sega, game development, Mike Simpson, The Creative Assembly, TOtal War |
| Windows 7 -- Intel and Microsoft Team Up and Deliver New Features [Videos] Intel and Microsoft architects talk about the collaboration that delivered new consumer features in Windows 7: hyper-threading, better graphics, faster encryption, shorter boot / startup / shutdown t ... Posted: 2009-10-02 16:08:55 by Joel De Guzman (Intel) | Microsoft, Windows 7, Visual Adrenaliine, game development, visual computing, graphics |
| Fluid Simulation for Video Games (part 4) [Knowledgebase] Download PDF and Simulation Video Download Fluid Simulation for Video Games (part 4) [PDF 431KB]Video of three simulations (vortex ring, ball thru smoke, spinning ball) is available here (78.3MB) ... Posted: 2009-11-05 15:37:44 by Dr. Michael J. Gourlay | fluid dynamics, computational fluid dynamic, game development, visual computing, fluid simulation |
| Intel’s® Atom™ processor CE4100, Gametree.tv and Online gaming, goodbye to consoles? [Blogs] Intel recently unveiled the Intel® Atom™ processor CE4100, the newest System-on-Chip (SoC) in a family of media processors designed to bring Internet content and services to digital TVs, DVD player ... Posted: 2009-10-13 11:53:09 by Arti Gupta (Intel) | game development |
| Visualize this! GameDev.Net Trends and Challenges in Game Development [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network. ... Posted: 2009-10-26 06:41:13 by Arti Gupta (Intel) | game development |
| Do-it-yourself Game Task Scheduling [Knowledgebase] I attended my first demo party in 2008: Evoke in Germany. I was giving a talk about multi-core optimization in games and how to use Intel® Threading Building Blocks (Intel® TBB) to efficiently sprea ... Posted: 2009-11-04 13:20:06 by Jérôme Muffat-Méridol (Intel) | task scheduler, Multi-threading, game development, visual computing, nulstein |
| Parallelization of SMOKE Gaming Demo via Intel® Threading Building Blocks [Knowledgebase] Abstract 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. Code characterization was don ... Posted: 2009-11-02 16:09:37 by Andrey Marochko (Intel), Brad Werth (Intel), Anton Pegushin (Intel), Michael D'mello (Intel) | parallelism, Threading Building Blocks, TBB, software, Vtune, threading, game development, visual computing, scalability, building blocks |
| Visualize this! Agile tools in game development - a talk with Hansoft [Blogs] Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network. ... Posted: 2009-11-03 12:39:53 by Arti Gupta (Intel) | game development |
| Becoming More Godlike: How Demigod* Appeased the Masses with Intel® Graphics Performance Analyzers [Knowledgebase] By Jeff Freeman and Doraisamy GaneshkumarTo be more godlike, one must appease the masses. Millions of potential gamers are running their systems on Intel® Graphics chipsets. To better reach this mass ... Posted: 2009-11-10 10:39:46 by Doraisamy Ganeshkumar, Jeff Freeman (Intel) | GPA, game optimization, game development, visual computing, Frame Analyzer, System Analyzer |
| Updated Tools Spice Up New Ghostbusters* Game [Knowledgebase] Terminal Reality used the popular Intel® Graphics Performance Analyzers to bring the newest Ghostbusters* game to life. Admit it. For the past 25 years, you ain’t been afraid of no ghosts. Thanks ... Posted: 2009-11-10 16:43:44 by | GPA, game optimization, game development, visual computing, Frame Analyzer, System Analyzer |