Filters

Blog post

Gaming Piracy - Separating Fact from Fiction

I’m sure most of us have all seen and heard the news recently that’s flared up again on Gaming Piracy and DRM issues.   I’d like to address what I feel is one of the most misunderstood, and taken o

Authored by Last updated on 05/28/2018 - 18:28
Blog post

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Authored by Last updated on 01/16/2019 - 10:14
Blog post

How Intel's Haswell Disrupts the PC Ecosystem for the Better!

 

Authored by Last updated on 03/10/2019 - 22:08
Blog post

Analyzing OpenGL* games with Intel® GPA

Intel® GPA is a great tool for real-time and offline game analysis.

Authored by Last updated on 12/10/2018 - 14:58
Blog post

The Console Markets Dirty Little Secret

I'm always baffled by double standards; and with what's occurred in the Console industry over the past few years has been no exception. 

Authored by Last updated on 05/28/2018 - 18:28
Blog post

3 Questions Every Game Developer Should Ask Before they Begin Developing

In January we brought the Intel® Buzz Workshop series to Montreal for the first time. Montreal in January? YES!

Authored by Mitchell L. (Intel) Last updated on 05/30/2018 - 07:08
Blog post

The Visualization Toolkit, Enhanced by Software Defined Visualization

Greetings, developers. My name is David DeMarle and I am a developer at Kitware.

Authored by David D. Last updated on 03/25/2019 - 09:48
Blog post

Intel Global IoT DevFest

Celebrating the FIRST EVER Global IoT DevFest! Registration is Still Open to Watch Replays! ATTENTION – There’s still time to sign up for the latest edition of our Intel Global IoT DevFest II on Nov 7-8th 2017.
Authored by Last updated on 07/10/2018 - 08:00
Blog post

OpenVINO™ on the PC - The Prelude

While getting my hands dirty with OpenVINO™ and UP2 on the Edge, I got

Authored by Rishabh Banga Last updated on 01/11/2019 - 14:05
Blog post

Using #ifdef in OpenGL* ES 2.0 Shaders

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.

Authored by Last updated on 07/12/2018 - 14:07