by Sergey N. Zheltov and Stanislav V. Bratanov
by Rajshree Chabukswar, Adam T. Lake, and Mary R. Lee, Intel® Software Solutions Group
At the Game Developers Conference in March 2000, I presented my implementation of two techniques for simulating cloth. I was pointed to another, more recent, technique by someone who attended the class. In this paper I'll recap what I presented about at the conference and include information about the newer technique. Hopefully you'll be able to take the ideas I present here and add some level of...
by William Damon
by Dean Macri Introduction
Alternatives to Polygonal Models
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.
While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.