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.
Autor admin Última actualización 24/01/2018 - 12:12

Multithreaded Game Programming and Hyper-Threading Technology

by Will Damon

Autor Última actualización 24/01/2018 - 12:12

Optimizing Game Architectures with Intel® Threading Building Blocks

This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.
Autor Última actualización 01/08/2019 - 09:30

Do-it-yourself Game Task Scheduling

Intel® Threading Building Blocks (Intel® TBB) is used to efficiently spread work over threads. Nulstein, as described in this article, is a simple and memory effective method for implementing task scheduling that can be adapted to most game platforms.
Autor jerome-muffat-meridol (Intel) Última actualización 03/05/2019 - 13:56

TickerTape Part 2

Ticker Tape is a tech demo that showcases complex particle movement using aerodynamic calculations such as lift & drag while utilizing an n-way threaded framework and SIMD optimizations. This article describes the performance gain from implementing SSE.
Autor Quentin Froemke (Intel) Última actualización 11/12/2018 - 11:56

Игровой планировщик задач своими руками

Подробное описание простого и эффективного планировщика задач, который может применяться на большинстве современных игровых платформах.
Autor jerome-muffat-meridol (Intel) Última actualización 09/05/2019 - 21:00

Fluid Simulation for Video Games (part 11)

By Dr. Michael J. Gourlay

Autor Última actualización 10/12/2018 - 18:02

利用英特尔高级矢量扩展指令集进行 Wiener 过滤

Wiener filtering (also known as Least Mean Square filtering) is a technique for removing unwanted noise from an image. This article discusses Wiener filtering, and includes an example of code that has been optimized using Intel® AVX
Autor Última actualización 11/12/2018 - 13:12

Fluid Simulation for Video Games (part 17)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 17th in the series—describes how to identify a fluid surface. You can use this information to render the surface or to help compute surface tension.
Autor Última actualización 29/05/2018 - 09:28

Porting a Flash* application to a Windows* 8 Store app using HTML and JavaScript*

This project demonstrates how to convert an existing Adobe Flash* game in to a Windows* Store app using the tools available in WinJS, HTML5, CSS3, and traditional JavaScript*.
Autor Meghana R. (Intel) Última actualización 20/12/2018 - 09:48