How to Get the Most Out of a Multi-Core CPU with Your Game Engine
Sample code for "Optimizing with TBB" download page
SIMD (for single instruction, multiple data) enables one arithmetic instruction to be performed across multiple data items simultaneously. This article lightly touches on the advantages of SIMD for parallel applications.
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.
Intel worked closely with DreamWorks Animation engineers to improve the performance of a key rendering system library by up to 35X performance improvement in some cases.
We demonstrate how to create a Sierpinski Carpet in OpenCL* 2.0
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.