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Designing Artificial Intelligence for Games (part 3)

Designing AI for Games (part 3). This article discusses the concept of tactical AI and shows how to give intelligence agents higher orders of intelligence.
Authored by admin Last updated on 04/27/2017 - 08:09
Article

Designing Artificial Intelligence for Games (part 2)

Designing AI for Games. Intelligent agents need to identify points of interest in the game world. This article shows how to identify and optimize points of interest and provides ways of organizing them for multi-threading.
Authored by admin Last updated on 04/27/2017 - 08:07
Article

Designing Artificial Intelligence for Games (Part 4)

The gaming industry has seen great strides in game complexity recently. Game developers are challenged to create increasingly compelling games. This series explores important Artificial Intelligence (AI) concepts and how to optimize them for multi-core.
Authored by admin Last updated on 04/27/2017 - 08:06
Article

Designing Artificial Intelligence for Games (Part 1)

The gaming industry has seen great strides in game complexity recently. Game developers are challenged to create increasingly compelling games. This series explores important Artificial Intelligence (AI) concepts and how to optimize them for multi-core.
Authored by admin Last updated on 04/27/2017 - 08:03
Article

A Storage Framework for Cloud Storage Developers

This article provides a brief overview of the SPDK including how to obtain it.
Authored by Thai Le (Intel) Last updated on 04/26/2017 - 16:26
Article

Experience and Key Strategies for Load Balancing Games

Games are real-time software. With the increase in processing unit count, load balancing has become a challenge. This article explains how to effectively dispatch units of work to the available CPUs & adjust game content to the available computing power.
Authored by Last updated on 04/26/2017 - 15:48
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Authored by admin Last updated on 04/26/2017 - 15:48
Article

Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures

In this SIGGRAPH 2013 session, we will introduce a new synchronization primitive for pixel shaders that enables a whole new way of attacking graphics problems on the GPU. The new method is easy to use, requires a fixed amount of memory and provides stable and consistent performance. Several applications will be detailed and demonstrated in real-time, including programmable blending, single pass...
Authored by Marco Salvi (Intel) Last updated on 04/26/2017 - 15:48
Article

SDN, NFV, DPDK, OPNFV and more!

Intel's contributions to SDN/NFV including DPDK, OPNFV, servers and network adapters, and more!
Authored by Colleen C. (Intel) Last updated on 04/26/2017 - 15:48
Article

Analyzing Open vSwitch* with DPDK Bottlenecks Using Intel® VTune™ Amplifier

This article shows how we used Intel® VTune™ Amplifier to identify and fix an MMIO transaction performance bottleneck at the microarchitecture level in OVS-DPDK.
Authored by Bhanu Prakash B. (Intel) Last updated on 04/26/2017 - 15:48
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