Creating a Particle System with Streaming SIMD Extensions

by William Damon

Authored by Last updated on 06/07/2017 - 12:28

Smoke - Game Technology Demo - Retired

Smoke is a technical demo that showcases a framework to support n-way threading of game technologies. Properly threading a game allows for more accurate physics, smarter AI, more particles, and/or a faster frame-rate.
Authored by admin Last updated on 06/07/2017 - 12:29

Smoke - Game Technology Demo Download - Retired

This demo has been retired as it was developed for earlier generation hardware.
Authored by admin Last updated on 06/07/2017 - 12:16
Blog post

Who am I?

Zoom Zoom! I'm on the Information Superhighway! This is my first blog post so I guess I should introduce myself. My name is Quentin Froemke and I am a 5th level software engineer at Intel.

Authored by Quentin Froemke (Intel) Last updated on 06/14/2017 - 16:31
Blog post

Version 1.2 of the Smoke Tech Demo released for download

Authored by artigupta (Intel) Last updated on 06/14/2017 - 16:28

Performance Scaling with Cores

Intel developed Smoke, a dual-purpose framework and tech demo that emphasizes the advantages of multi-threaded gaming that is multi-threaded to utilize multi-core processors. This article describes the basic framework used.
Authored by Orion Granatir (Intel) Last updated on 06/07/2017 - 12:26

Data Decomposition: Sharing the Love and the Data

Data decomposition is a highly effective technique for breaking work into small parallel tasks. Do it well, and performance of your games and visual applications will noticeably improve. This article provides a basic introduction to the concepts.
Authored by admin Last updated on 06/07/2017 - 12:16

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 06/01/2017 - 11:18

An Overview of How to Accurately Model Procedurally Spreading Fire

The Smoke demo, which highlights the scalability of a multi-threaded game engine architecture, includes a novel approach for creating procedural fire. In this article we describe the mechanism used to create realistic fire and an additional water effect.
Authored by Hugh Smith (Intel) Last updated on 06/07/2017 - 12:25

Scaling Ambient Animations for Improved Game Experience

Game developers want a game that is fair to all players. This article introduces a demo called Horsepower that shows enhanced ambient animation when run on a multi-core CPU. Horsepower features a multi-threaded game framework based on the Smoke demo.
Authored by Mike Yi (Intel) Last updated on 06/07/2017 - 12:24
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