Forum topic

Hardware concern regarding 3D engine perf


I have made a special 3D engine that use only the CPU and I have a performance issue (below 10 fps for min graphics element required).

Authored by いらきゅ Last updated on 10/08/2018 - 15:01

Threading Basics for Games

by Jeff Andrews

Authored by Last updated on 01/24/2018 - 12:12
Forum topic

Casting rays best practice suggestion

I am casting a large number of rays from a compact ray-casting source into a static geometry scene. This is not for rendering. The geometry may have a very large # of triangles.

Authored by vasci_ Last updated on 05/17/2018 - 16:08

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 09/04/2019 - 07:44
Blog post

Building a highly scalable 3D particle system

Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism.

Authored by Last updated on 01/24/2018 - 12:12

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 01/24/2018 - 12:12

Intel® Threading Tools Boost Performance for CPU Cycle-Hungry Digital Artists

by Geoff Koch


Intel® Threading Tools help Autodesk optimize its Maya* digital software. Find out more in this case study.

Authored by Last updated on 12/31/2018 - 14:00

Multithreaded Game Programming and Hyper-Threading Technology

by Will Damon

Authored by Last updated on 01/24/2018 - 12:12

Parallel Techniques in Modeling Particle Systems Using Vulkan* API

This paper discusses and compares aspects of the implementation of a particle system using CPUs and GPUs supported by a Vulkan-based renderer example. The Vulkan* API is a collaborative effort by the industry to meet current demands of computer graphics. It is a new approach that emphasizes hiding the CPU bottleneck through parallelism, allowing much more flexibility in application structure....
Authored by admin Last updated on 12/31/2018 - 15:00

Designing Artificial Intelligence for Games (Part 4)

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 09/03/2019 - 10:08