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PVS-Studio: Analyzing Doom 3* Code

 

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

Piracy, Secondary Sales, Account/Identity Theft: What’s the real story?

Honestly; I’m not sure anyone truly has a holistic picture of what the ‘real story’ is here.

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

A feature-detection example using the Intel® Threading Building Blocks flow graph

The Intel® Threading Building Blocks ( Intel® TBB )  flow graph is fully supported in Intel® TBB 4.0.  If you are unfamiliar with the flow graph, you can read an introduction

Authored by Michael V. (Intel) Last updated on 08/01/2019 - 09:30
Blog post

[Opinion] The sunk cost fallacy of Consoles and why they’ll likely die out as we know them today

Most people who know me know why I’m not a fan of Consoles; but I figured I should probably explain myself more fully to those who don’t.
Authored by Last updated on 01/24/2018 - 12:12
Blog post

Gaming in Transition and Revolution: Pt 4 of 4

Part 4 of 4 (Innovation Changers)

Authored by Last updated on 05/08/2019 - 13:00
Blog post

Gaming in Transition and Revolution: Pt 2 of 4

Part Two of Four (Format and Business Model Evolution Factors)
Authored by Last updated on 05/08/2019 - 13:00
Blog post

Gaming – In transition and revolution

Part One of Four (Mobile)

Authored by Last updated on 05/08/2019 - 13:00
Article

Open Source Game Development

The intent of this paper is to go over a few of the most common open source game engines and show how Intel tools and technologies can bring goodness to open source game development by getting the best possible performance out of these engines.
Authored by admin Last updated on 01/24/2018 - 12:12
Blog post

Graduate Intern at Intel - Parallel Ray-Tracing

Ray-tracing is a classic example of an embarrassingly parallel algorithm; since each pixel is typically independent of the rest, theoretically every pixel can be done in parallel (given enough core

Authored by Last updated on 06/14/2017 - 15:37