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
Blog post

Porting Existing Game Engines to Metro


Authored by steve-hughes (Intel) Last updated on 05/09/2019 - 22:30
Blog post

PVS-Studio: Analyzing Doom 3* Code


Authored by Andrey Karpov (Blackbelt) Last updated on 02/15/2019 - 16:34
Blog post

Intel Aids Search for Lost DaVinci Masterpiece

In the Palazzo Vecchio in Florence, Italy, a feverish search occurs seemingly in slow motion.

Authored by Randi Rost (Intel) Last updated on 03/20/2019 - 12:25
Blog post

Interactive Medias, Interview with Russ Haines of Eye Vapor and Touch Designer

So much is going on in the way of real time interactive software and animations that I find just trying to get a good understanding of all the possibilities inherent in the many programs on the mar

Authored by Audri Phillips Last updated on 01/24/2018 - 12:12

Using Aim Constraints to Focus Eyes

An intuitive, if not perfect, way to control eyeballs.
Authored by Last updated on 11/19/2018 - 14:24

Mobile Games Developer Guide


Maximize connectivity, power, and bandwidth management when designing for mobile applications.

Authored by Adam Lake (Intel) Last updated on 05/09/2019 - 13:08

Real-Time Texture Streaming & Decompression

Authored by admin Last updated on 01/24/2018 - 12:12
Blog post

The Real Platform is now the Cloud - and has shifted away from devices

Am I stating the blatantly obvious here? (Probably). However; one my most recent assertions is that the devices (e.g.

Authored by Last updated on 01/24/2018 - 12:12
Blog post

Forget the Console, buy a Gaming PC!

This will be my tongue-in-cheek response to a ZDNET blog posting that can be found here:
Authored by Last updated on 05/09/2019 - 21:50