3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
One of the first things that game AI developers parallelize is pathfinding as it is an expensive operation. The most common approach is to fire off the pathfinder in a separate thread. This article examines a multi-threaded pathfinding implementation.
This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
Многозадачность позволяет масштабировать работу приложения по мере роста количества ядер, позволяя игроку наслаждаться игрой в той мере, в какой позволяет его оборудование. Мы покажем, как превратить однопоточную анимационную систему в многозадачную.
How to multithread a game engine, by separating visual components from logic ones, in a highly scalable way while still mantaining determinism, which a key aspect in some type of games, like RTS; and a desired propierty in most others.
This article presents techniques to optimize applications to save power during active use. These techniques include multi-threading, batching of I/0 accesses, and reducing memory bandwidth. Some of the techniques are applicable for general program usage.