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Используемые фильтры

This sample demonstrates a number of deferred rendering techniques.

The Tone Mapping sample demonstrates how to use high dynamic range (HDR) rendering with tone mapping effect with OpenCL™ technology.

In this paper we extend coarse pixel shading with a temporal supersampling scheme that notably improves image quality and provides substantial reduction in shading cost compared to checkerboard rendering.

This article contains the online version of the Release Notes for the Intel® Graphics Performance Analyzers.

This article contains the online version of the Release Notes for the Intel® Graphics Performance Analyzers (Intel® GPA). You'll find system requirements, installation instructions, issues and limitations, and legal information for the product.

This demo showcases Fallout 4 integrating natively with the Intel® RealSense™ Technology using ItSeez3D to create the facial scan and Uraniom to integrate the players face into the avatar. To learn more about ItSeez3D: http://bit.ly/1U2wuaN To learn more about Uraniom: http://bit.ly/1LC520X Download the RealSense SDK: http://intel.ly/1TBN6WK

Peach Pellen CTO of Black Gate Games and an Intel® Software Innovator talks about the Platino Game Engine, a cross-platform engine that uses Javascript. Black Gate Games is working on Platino Studio 2.0. To learn more about the Platino Game Engine: http://platino.io/ To learn about Black Gate Games: http://www.blackgategames.com/ To learn about the Intel® Software Innovator Program: http://intel.ly/1pCxMfQ Visit the Game Developer Zone on IDZ: http://intel.ly/25gI1a5

Intel Innovator Eskil Steenberg talks about his new experimental procedural action adventure game "Love". Written from scratch in C this game is designed to use dynamic systems instead of pre-scripted events to drive the gameplay. Find out more at http://bit.ly/1pYjiHr Learn about the Innovator Program: http://intel.ly/25gGtwJ

Corey Warning demos the new game from Jumpdrive Studios XO. HE also talks about Being an Intel Innovator and the Portland Indie Game Squad. To learn more about Pigsquad: http://bit.ly/1MjFLIQ To learn more about Jumpdrive Studios: jmpdrv: http://bit.ly/1SdRJmq Learn about the Intel Software Innovator Program: Intel Software Innovator: http://intel.ly/25gGtwJ

Massive monster won the Best Physics category in the 2015 Intel® Level Up Game Developer Contest. The Super Adventure Pals series is back for another action-packed story, and this time the stakes are higher, the characters are wackier, and the pets are "giraffeier". Ride your giraffe across an open world, discover secrets, bash up some baddies and enter a colorful world of laughter and adventure. Learn more about Super Adventure Pals: http://bit.ly/22sHVgB Learn about and enter the 2016 Intel® Level Up Game Developer Contest: http://intel.ly/1pluAWe

Producers Note: We realize we have pronounced Kawase-san’s name incorrectly in this video and are working on a reshoot. So, we’ve got a good Gaussian blur implementation but our “getting-hit” in-game effect requires a large blur kernel and our target hardware is a high res mobile device. Gaussian is still a bit too expensive, can we do better? introduced by Masaki Kawase in his GDC2003 presentation “Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)”. Initially used for Bloom effect, it can be generalized to closely match Gauss in appearance.

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