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Designing Artificial Intelligence for Games (part 3)

Designing AI for Games (part 3). This article discusses the concept of tactical AI and shows how to give intelligence agents higher orders of intelligence.
Authored by admin Last updated on 04/27/2017 - 08:09
Article

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

Experience and Key Strategies for Load Balancing Games

Games are real-time software. With the increase in processing unit count, load balancing has become a challenge. This article explains how to effectively dispatch units of work to the available CPUs & adjust game content to the available computing power.
Authored by Last updated on 04/26/2017 - 15:48
Article

The 3D Production Pipeline for Games: Getting it There

The Challenge of Animating the Artist's Dream

Authored by Steve Pitzel (Intel) Last updated on 04/26/2017 - 15:48
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Authored by admin Last updated on 04/26/2017 - 15:48
Article

Optimized CPU-based Skinning for 3D Games

Authored by Leigh D. (Intel) Last updated on 04/26/2017 - 15:48
Article

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
Article

Fluid Simulation for Video Games (part 3)

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Authored by Dr. Michael J. Gourlay Last updated on 04/26/2017 - 14:48
Article

Fluid Simulation for Video Games (part 1)

Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques.
Authored by Dr. Michael J. Gourlay Last updated on 04/26/2017 - 14:48
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