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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 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

Single-Producer/Single-Consumer Queue

Unbounded single-producer/single-consumer queue. Internal non-reducible cache of nodes is used. Dequeue operation is always wait-free. Enqueue operation is wait-free in common case. No atomic RMW operations nor heavy memory fences are used.
Authored by Dmitry Vyukov Last updated on 01/26/2017 - 00:49
Article

Designing the Framework of a Parallel Game Engine

How to Get the Most Out of a Multi-Core CPU with Your Game Engine
Authored by Jeffrey Andrews (Intel) Last updated on 01/26/2017 - 00:49
Blog post

Celebrating a Decade of Parallel Programming with Intel® Threading Building Blocks (Intel® TBB)

This year marks the tenth anniversary of Intel® Threading Building Blocks (Intel® TBB).

Authored by Sharmila C. (Intel) Last updated on 01/04/2017 - 14:42
Article

Courseware - Game Engine Programming

The nature of games engines (as an integrated development environment) and their purpose Hardware support including use of threading; performance issues; input devices
Authored by admin Last updated on 11/17/2016 - 10:18
Article

Two Brains Are Better Than One

Artificial intelligence (AI) drives gameplay. To maximize your AI’s potential and utilize the entire CPU, this means threading. This article examines how to thread a simple AI and some of the challenges in writing an AI that truly scales to multi-core.
Authored by Orion Granatir (Intel) Last updated on 11/17/2016 - 10:18
Courseware

Threading a 3-D Game: Analysis & Methodology Using Destroy the Castle

In this module, participants will learn some principles for threading a simple 3D graphics game.

Authored by admin Last updated on 11/17/2016 - 10:18
Blog post

Ultrabook Part 2: Intel® VTune™ Amplifier XE 2011 with Windows 8* and Visual Studio* 2012 RC

As I continue to explore different Ultrabook capabilities, in this blog I decided to look into a powerful threading and performance optimization tool for C/C++, .NET, and FORTRAN developers who nee

Authored by Jules Alfani (Intel) Last updated on 11/15/2016 - 14:18
Blog post

Introducing Intel Ultrabook™ – Part One

In all my years in college I have used a laptop PC. Recently, I’ve been tempted to get a MacBook Air Pro because of its light-weight and stylish look.

Authored by Jules Alfani (Intel) Last updated on 11/15/2016 - 14:18
For more complete information about compiler optimizations, see our Optimization Notice.