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Simulating Cloth for 3D Games

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...
Authored by Last updated on 04/26/2017 - 15:48
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Open Source Game Development

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.
Authored by admin Last updated on 04/26/2017 - 15:28
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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
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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
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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
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Creating a Particle System with Streaming SIMD Extensions

by William Damon

Authored by Last updated on 10/20/2016 - 16:19
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Multi-Core Simulation of Soft-Body Characters using Cloth

Soft-body physics is an increasingly popular feature in videogames. This article shows how, with the additional processing power of a multi-core CPU, entire soft-body characters can be created using cloth simulation techniques.
Authored by Brad Werth (Intel) Last updated on 09/28/2016 - 16:08
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Meet the Judges - HavokT Physics Innovation Contest

Here are the judges who will be choosing the winners of this contest – each of them an expert in their own field.

Authored by admin Last updated on 09/28/2016 - 15:58
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An Overview of Procedural Fire

How to model procedurally spreading fire
Authored by admin Last updated on 09/28/2016 - 15:58
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