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Game Development: Advanced Articles

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Fluid Simulation for Video Games (part 9)

OpenSimulator Virtual World Server Case Study (part 2)

OpenSimulator - Virtual World (3 of 3)

OpenSimulator Virtual World Server Case Study (part 1)

libNthumb, the NHN* performance primitive for real-time creation of thumbnail image with Intel® IPP Library

Final Part 8 of Fluid Simulation whitepaper by Michael Gourlay

Sid Meier’s Civilization* V Finds the Graphics Sweet Spot

Integrating 3D Image Sequences into Flash

Boosting ANSYS Mechanical Simulation Capacity with Intel® SATA Solid-State Drives

Fluid Simulation for Video Games (part 7)

Benefits of Intel® Advanced Vector Extensions For Quaternion Spherical Liner Interpolation

Fluid Simulation (part 6)

Getting The Most From Your Middleware

Fluid Simulation for Video Games (part 4)

Fluid Simulation for Video Games (part 3)

Rethinking the Pipeline: Dreamworks Animation* Advances the Art

Using Pictures to Create Real World 3D Models

Scaling Ambient Animations for Improved Game Experience

Using Intel® Streaming SIMD Extensions and Intel® Integrated Performance Primitives to Accelerate Algorithms

Parallelization of SMOKE Gaming Demo

Fluid Simulation for Video Games (part 2)

Fluid Simulation for Video Games (part 1)

Real-Time Parametric Shallow Wave Simulation

Using NURBS Surfaces in Real-time Applications

Light Based Tessellation Application Note

Z Fighting Code Sample

Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware

Architecture of a Real-Time Ray-Tracer

Optimizing Vertex Linear Interpolation with Intel® Pentium® III and Pentium® 4 Processors

For more complete information about compiler optimizations, see our Optimization Notice.