Forum topic

How to copy a deferred size character array to a deferred type character array?

I am working on converting an exe to a dll. I am passing strings from c# to the dll, and the strings that are coming from c# are specified as follows:

Authored by Matthew Last updated on 01/17/2017 - 12:00

Software Occlusion Culling

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
Authored by Kiefer Kuah (Intel) Last updated on 01/17/2017 - 11:59

Design and Implementation of AI in Games

Over the course of the last few decades, the gaming industry has seen great strides.

Authored by John M. (Intel) Last updated on 01/17/2017 - 12:01
Forum topic

overriding intrinsic operation

My problem comes in this way:

Authored by Blane J. Last updated on 01/17/2017 - 11:57
Blog post

3 Questions Every Game Developer Should Ask Before they Begin Developing

In January we brought the Intel® Buzz Workshop series to Montreal for the first time.

Authored by Mitchell L. (Intel) Last updated on 01/17/2017 - 11:58

Improving Real-Time GPU-Based Image Blur Algorithms – Gaussian Blur

Image blur filters are commonly used in computer graphics – whether it is an integral part of a Depth of Field or HDR Bloom, or another post process effect, blur filte

Authored by John M. (Intel) Last updated on 01/17/2017 - 12:02
Blog post

Whippering Indie Cup 2015 - A Competition & Celebration of Independent Gaming

When deciding to organize our own indie gaming event, we looked to a rather unlikely place for inspiration: tech startups.

Authored by Gregory L. Last updated on 01/17/2017 - 11:56

Using Vulkan graphics API to Render a Cloud of Animated Particles in Stardust Application

The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. To highlight Vulkan’s low CPU overhead and multithreading capabilities, particles are rendered using 200,000 draw calls. The demo is not using instancing; each draw call uses different region of a vertex buffer so that each draw could be a unique piece of geometry.
Authored by Michal Z. (Intel) Last updated on 01/17/2017 - 11:54
Forum topic

Test does not initialize a variable.

Is it OK in subroutine Program_main? Should be inicialized variable c in subroutine Program_main (before calling Subprogram)?

Authored by Lukas W. Last updated on 01/17/2017 - 11:54

Arduino 101* Bluetooth* Low Energy

Bluetooth* Low Energy (Bluetooth LE or BLE) is a low-power, short-range wireless communication technology that is ideal for use on the Internet of Things (IoT). Arduino 101* includes on-board Bluetooth® LE to enable developers to interact with Bluetooth®-enabled devices such as phones and tablets. In this tutorial, we'll set up a BLE blood pressure monitoring system to demonstrate the BLE...
Authored by Nhuy L. (Intel) Last updated on 01/17/2017 - 11:52
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