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Enter the Wormhole

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Authored by admin Last updated on 03/10/2019 - 23:40
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Beatbuddy, an Indie Game, Expands with New Technologies

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Authored by Last updated on 05/29/2018 - 09:28
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节奏小子,一款随新技术发展的独立制作游戏

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独立游戏开发公司如何与时俱进,不断拓展市场? 让我们了解一家多次获奖的独立游戏公司 Threaks —— 开发了《节奏小子 (BeatBuddy)》。 我们采访了该公司的联合首席执行官 Wolf Lang,以 了解他们如何驰骋游戏开发市场。

 从学生到负责独立项目

Authored by Last updated on 05/30/2018 - 07:40
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Beatbuddy, un juego independiente, se expande con nuevas tecnologías

Introducción

Authored by Last updated on 05/30/2018 - 07:40
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Wargame: European Escalation – Performance and Touch Case Study

Eugen Systems* and Intel worked together so that Wargame: European Escalation looks and runs great on Intel® platforms. We used Intel® Graphics Performance Analyzers (Intel® GPA) to quickly find graphics bottlenecks and let engineers at both companies try out fixes in the game. After identifying the bottlenecks, Eugen Systems added level of detail (LOD) support to the vegetation and grass, and...
Authored by Philipp Gerasimov (Intel) Last updated on 11/15/2019 - 14:10
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Implementing Touch and Sensors for Windows* 8 Desktop Games: Confetti Interactive’s experiences developing "Blackfoot Blade"

The implementation for touch and sensors is new for many PC game vendors. Blackfoot Blade from Confetti Interactive* is a 3rd person helicopter game that takes advantage of the touch and sensor capabilities of Ultrabook™ PCs. This case study shares some interesting findings for what worked and didn’t work.
Authored by Gael H. (Blackbelt) Last updated on 11/15/2019 - 14:10
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Case Study: Finalhit Incorporates C++ and Cocos2d-x in Windows* Desktop Game Development

By Karen Marcus

Authored by admin Last updated on 11/15/2019 - 14:10
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Trine* 2: Adapting to Multiple Input Methods on Intel®-powered 2 in 1s

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Authored by Last updated on 11/15/2019 - 14:10