Mensajes en el blog

Using #ifdef in OpenGL* ES 2.0 Shaders

It’s nice to use #ifdef’s in an OpenGL* shader. This allows a shader file do things like contain a vertex shaders and pixel shaders in the same file.

Autor Última actualización 12/07/2018 - 14:07
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Porting Existing Game Engines to Metro


Autor steve-hughes (Intel) Última actualización 09/05/2019 - 22:30
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PVS-Studio: Analyzing Doom 3* Code


Autor Andrey Karpov (Blackbelt) Última actualización 15/02/2019 - 16:34
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Intel Aids Search for Lost DaVinci Masterpiece

In the Palazzo Vecchio in Florence, Italy, a feverish search occurs seemingly in slow motion.

Autor Randi Rost (Intel) Última actualización 20/03/2019 - 12:25
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Interactive Medias, Interview with Russ Haines of Eye Vapor and Touch Designer

So much is going on in the way of real time interactive software and animations that I find just trying to get a good understanding of all the possibilities inherent in the many programs on the mar

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

Using Aim Constraints to Focus Eyes

An intuitive, if not perfect, way to control eyeballs.
Autor Última actualización 19/11/2018 - 14:24

Mobile Games Developer Guide


Maximize connectivity, power, and bandwidth management when designing for mobile applications.

Autor Adam Lake (Intel) Última actualización 09/05/2019 - 13:08

Real-Time Texture Streaming & Decompression

Autor admin Última actualización 24/01/2018 - 12:12
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The Real Platform is now the Cloud - and has shifted away from devices

Am I stating the blatantly obvious here? (Probably). However; one my most recent assertions is that the devices (e.g.

Autor Última actualización 24/01/2018 - 12:12
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Forget the Console, buy a Gaming PC!

This will be my tongue-in-cheek response to a ZDNET blog posting that can be found here:
Autor Última actualización 09/05/2019 - 21:50