Author's Blogs

Using #ifdef in OpenGL ES 2.0 shaders
By Orion Granatir (Intel) Posted on 03/26/12 0
It’s nice to use #ifdef’s in an OpenGL shader. This allows a shader file do things like contain a vertex shaders and pixel shaders in the same file. Or have different render paths selected at run time. Here is an example of a simple shader file: To use a shader in OpenGL ES, the program will typi...
Android Everywhere - GDC 2012 Presentation
By Orion Granatir (Intel) Posted on 02/24/12 1
At GDC 2012, I will be presenting with Ian Ni-Lewis (from Google) on best practices for writing cross-platform native Android games. This presentation will discuss some lesson we have learned creating native Android apps that run on the widest range of hardware possible. Since I work at Intel, I...
Understanding x86 vs ARM Memory Alignment on Android
By Orion Granatir (Intel) Posted on 08/18/11 2
With Google’s recent release of the NDK (r6), it is now possible build Android application for x86 processors in addition to ARM. In general, this only involves rebuilding native code to port applications from ARM to x86. However, there are a few pitfalls to avoid. One difference between x86 and ...
A guide to optimizing graphics and games for Intel® Atom based platforms
By Orion Granatir (Intel) Posted on 02/25/11 0
Ron and I just finished up the first revision of the Atom graphics developers guide. You can download it here: /en-us/articles/mobile-graphics-developers-guides Topics covered include: - Intel® Atom processor optimizations - Understanding graphics packaged with Inte®l Atom processor based platfor...
Building a highly scalable 3D particle system
By Orion Granatir (Intel) Posted on 02/18/11 3
Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism. However, a naïve approach won’t load balance well on modern architectures. There are two complementary approaches, tas...
Finding the Next Challenge in Visual Computing
By Orion Granatir (Intel) Posted on 02/07/11 0
Five years ago, a new wave of consoles brought the inception of High Definition (HD) content to the videogame industry. Some companies excelled in this era, others did not. Never the less, the industry is now HD. As evidenced by console manufacturers developing new input controls to extend the...
A Look at Sandy Bridge: Integrating Graphics into the CPU
By Orion Granatir (Intel) Posted on 01/13/11 0
Processor graphics will soon be found in computers everywhere. Intel calls this new capability Intel® HD Graphics; at AMD, it’s called AMD Fusion*. Both names refer to the integration of graphics functionality into the CPU. At CES this year, Intel introduced the 2nd Generation Intel® Core™ proce...
Lock or Be Free
By Orion Granatir (Intel) Posted on 12/30/08 4
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 readers, Josh, brought up a good comment (check out the comments at the bottom of the article). One of...