Picking up from his past article, “Delicious Data Baking”, Noel Llopis delves into cross-platform game coding. From bools and ints to byte-endianness, Noel looks at how different target platforms treat data in memory and how to adjust your data baking so it's consistently usable, even with all those rules.
The simulation of real-world phenomena in video games allows game developers to create immersive virtual worlds. But until recently, most simulation has been limited to rigid bodies rather than fluid ones. In this article, Dr. Michael J. Gourlay begins a 3-part series that explains fluid dynamics and its simulation techniques.
Take a 90-minute dive into using the new Intel® Media SDK, and learn how you can make high-performance video encode and decode accessible on Intel® platforms. Presenters: Craig Hurst, Intel senior marketing manager; and Xintian Wu, software engineer, Intel Media SDK development team.
Five years after the initial tease, the launch of Dragon Age: Origins is finally happening. Read how BioWare’s strategy of redefining development paradigms, engines, and processes paid off, maximizing the RPG for the multi-core world and generating market-building buzz.
B.J. Blazkowicz is back and ready to fight the good fight... everywhere. The gung-ho hero who single-handedly conquered Castle Wolfenstein has been revamped in Wolfenstein*, reborn and rebuilt from the ground up to give unparalleled performance on the Intel® Core™ mobile processor.
For media developers, talking to the hardware correctly is hard work. But maybe no longer. The newly released Intel® Media SDK opens the doors to Intel® platforms to enable easier decoding, encoding, and video preprocessing. Read why early adopters are hailing it, CyberLink and Nero are using it, and where you can download it, free.
The classical linear “waterfall” model that has historically dominated animation work is giving way to a more fluid, interactive model. Working with Intel, DreamWorks Animation engineers are re-vamping their production systems to take full advantage of Intel® multi-core architecture, dramatically improving workflow.
Resident Evil* has undergone a complete refresh to handle the increased horsepower of the Intel® Core™ i7 processor. Read how Capcom worked with Intel to harness the additional processing power and drove RE5 gameplay to new extremes on both desktop AND mobile systems.
Gaming hardware – and geopolitical power – are always in flux. Case in point: Operation Flashpoint: Dragon Rising*. For the game, the focus is oil and natural resources. For the developers, the focus is multiple cores, wicked-fast frame rates, and mobility. Read how Codemasters and Intel made it happen.
With millions of potential gamers running their systems on Intel® Graphics chipsets, game developers are reaching this huge audience segment by tuning their games for integrated graphics. Gas Powered Games is one of those developers. Read how they spun the dials on Demigod and achieved optimum play performance on Intel Graphics chipsets.
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Developing a game can be like trying to build something on quicksand: The landscape you’re developing for keeps shifting. With a focus on the Intel® Core™ i7 processor, this white paper helps developers navigate the complex landscape of processor architecture, system performance, and application scalability.
Data baking takes raw data and transforms it into something your game can readily consume. It’s an important process that can have a profound impact in your game architecture, the development process, and even the player experience. In this technical article, veteran game programmer Noel Llopis shows you how it’s done.
Question: Why should developers put up with the challenges that come with threading an application? Orion Granatir, former Insomniac Games engineer and senior engineer for Intel visual computing, answers that question (hint: threading unlocks the power of the CPU) and uses network programming to explain threading basics. Comes with code samples.
In this article originally written for Game Developer Magazine, Neversoft co-founder, Mick West, presents a thought-provoking look at improving the believability of AI opponents in video games by upping their use of “artificial stupidity” and "intelligent mistakes" to make games more entertaining for the player.
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