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Maximizing Performance with Fine-Grained Parallelism

Implementing functional decomposition in games to get the most performance from the processor

By Andrew Binstock

Authored by admin Last updated on 05/25/2018 - 15:30
Article

Download Optimizing with Intel® TBB

Sample code for "Optimizing with TBB" download page
Authored by admin Last updated on 08/01/2019 - 09:30
Article

Optimizing Game Architectures with Intel® Threading Building Blocks

This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.
Authored by Last updated on 08/01/2019 - 09:30
Article

Fluid Simulation for Video Games (part 3)

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Authored by Last updated on 01/24/2018 - 12:12
Article

Fluid Simulation for Video Games (part 4)

This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
Authored by Last updated on 08/30/2018 - 10:50
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
Authored by Juanbin L. (Intel) Last updated on 08/30/2018 - 10:47
Article

Getting the Most from your Middleware

Modern game development increasingly uses middleware products. Middleware developers have begun to modify their products to enable parallel execution. This article describes how thoughtful design of the middleware APIs can help prevent oversubscription.
Authored by Last updated on 01/29/2019 - 12:06
Article

Grass

Intel engineers are no longer directly supporting or updating this sample.  Please check on our forums for community support.

Authored by admin Last updated on 01/03/2019 - 17:47
Article

Kaboom - Retired

Intel Engineers are no longer directly supporting or updating this sample. Please check on our forums for community support.

Authored by admin Last updated on 01/03/2019 - 17:09
Article

Fluid Simulation for Video Games (Part 8)

This is a series on fluid simulation for video games. This article explains how a vortex-based fluid simulation handles variable density in a fluid. The fluid flow includes motion because of buoyancy-heavier fluid sinks, and lighter fluid rises.
Authored by Last updated on 01/24/2018 - 12:12