Game Development

GPA 2.1 Feature Highlight: Buffer Histograms

GPA 2.1 includes a feature to allow you to better view render targets and textures. Let's say you have a texture with a very narrow dynamic range, all values in the texture are nearly white. When you select this texture to view, by default - it looks white The GPA histogram feature allows you not only to see where the data falls in any buffer, but also to increase the dynamic range of the buffer for viewing purposes.

Visualize this! Concurrent Collections for C/C++

Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual computing. I am Arti Gupta community manager for games development at Intel Software Network

This week we had Kath Knobe (Research Scientist at Intel) and Ganesh Rao (Technical Consulting Engineer) talk about Concurrent Collections for C/C++. Kath and Ganesh went through the specifics of the product and how being domain independent this can be used by game developers doing parallel programming.

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Why P scales as C*V^2*f is so obvious (pt 2)

THE GORY DETAILS

 

 

Let’s continue from where we left off last time. Let’s figure out the why of the equation,

 

 

 

 


P = C * V^2 * (a * f)

 

 

 

 

To do this, we’re going to have to look at what is going on in one of the fundamental building

blocks (a CMOS inverter) of an integrated circuit (IC).

 

 

 

 

So when and how does this circuit dissipate power?

 

 

 

 

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.
  • Developers
  • Game Development
  • Advanced
  • Beginner
  • Intermediate
  • Intel® VTune™ Amplifier XE
  • ai
  • Artificial intelligence
  • artificial intelligence engine
  • threading
  • parallelization
  • parallel
  • Game Development
  • Graphics
  • Parallel Computing
  • GDC09: How Intel Parallel Studio works

    During the second day at Game Developers Conference 2009 in Cologne we had the chance to have a closer look at Intel Parallel Studio. Edmund Preiss took some time and shared some insights with us. OK, I wrote nearly anything about Parallel Studio but with this video blog have the chance to get all relevant information about Parallel Studio.

    GPA 2.1 Feature Highlight: Pixel History based on Overdraw Visualization

    Pixel history has been the most requested feature from the gaming community since the launch of Intel GPA. The great news is that we have added this feature to our currently available 2.1 release. The cool thing about how Intel GPA Frame Analyzer implements pixel history is that you can take a history from not only a normal render target, but also from a render target that has a visualization enabled!

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