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Cross Platform Game Development: How Bad Can it be?

Expert Game Developer and Field Engineer Corey Johnson from Unity shares insights to help game developers build across platforms, taking into account the radical differences between them.

Authored by admin Last updated on 03/05/2019 - 15:48
Article

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 01/02/2019 - 12:40
Article

API without Secrets: Introduction to Vulkan* Part 4: Vertex Attributes

Learn how to add vertex attributes to a graphics pipeline, create buffers, reorganize rendering code, and more in this Vulkan* tutorial.
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:00
Article

没有任何秘密的 API: Vulkan* 简介第 3 部分: 第一个三角形

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 01/02/2019 - 12:40
Article

没有任何秘密的 API: Vulkan* 简介第 4 部分

This tutorial presents how to add vertex attributes to a graphics pipeline and how to create vertex buffers and bind them during command buffer recording. It teaches how to create memory objects that backs buffer storage, and how map them to upload data from the CPU to the GPU. Here also dynamic pipeline states for the viewport and scissors test are introduced.
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:08
Blog post

新版unity中如何配置Android X86平台

从unity4.6版本开始,unity已经对Android系统支持x86平台的编译构建了,同时也支持了通用二进制 (通用二进制作为默认的编译选项)。

大家都知道,目前市面上主流的Android设备主要是armeabi,armeabiv7a和x86平台,对于独立CPU平台的支持有助于程序在该平台的运算和优化。下面简单介绍一下如何配置。

Authored by Last updated on 05/09/2019 - 21:50
Article
Video

Intel® and Codemasters*: Advanced Rendering Techniques

Codemasters* has been working with Intel® on Grid 2 (to implement AOIT and AVSM algorithms by using Pixel Shader Ordering to

Authored by Gerald M. (Intel) Last updated on 05/20/2019 - 13:01
Blog post

How to Reduce Your Data Center Footprint

Learn about innovative ways to address the rapidly increasing growth of Video streaming demands while reducing your data center footprint and costs.
Authored by Gael H. (Blackbelt) Last updated on 07/04/2019 - 10:50