Grafica

Использование многозадачности для масштабирования игровых систем

Многозадачность позволяет масштабировать работу приложения по мере роста количества ядер, позволяя игроку наслаждаться игрой в той мере, в какой позволяет его оборудование. Мы покажем, как превратить однопоточную анимационную систему в многозадачную.
  • Sviluppatori
  • Sviluppo di videogame
  • Intel® Threading Building Blocks
  • Sviluppo di videogame
  • Grafica
  • Elaborazione parallela
  • Your chance to win at Intel Sponsored Sessions

    Several months of hard work and everything comes down to the next 5 days in San Francisco at the 25th Game Developers Conference. Intel has several new sponsored sessions and we hope you will enjoy them as much as we enjoyed creating them. As always we value your feedback and this year as an extra incentive to come along and provide us with useful feedback on the sessions we have arranged to give away something at each of the sessions that reflects the content of the talk.

    A guide to optimizing graphics and games for Intel® Atom based platforms

    Ron and I just finished up the first revision of the Atom graphics developers guide. You can download it here: /en-us/articles/mobile-graphics-developers-guides

    Topics covered include:
    - Intel® Atom processor optimizations
    - Understanding graphics packaged with Inte®l Atom processor based platforms
    - Tools to help optimize and profile game/graphic applications
    - Microsoft DirectX* optimizations (most of the focus is on Microsoft Windows* for this revision of the guide)

    Another Gaming and Graphics Sample: Coming to a download near you!

    I want to pre-announce another sample that will soon be available on ISN for download, certainly either during or right after GDC. And that brings up an interesting question, that of taxonomy of sample code. From the Intel Gaming and Graphics Samples team point of view, there are three categories for the sorts of code one could expect in a development kit:


    Sample:

    MAXIS-mizing Darkspore™ Game Performance with Intel® GPA 4.0!

    Attending GDC is always a crazy fun experience and more so when I get to present. This year I'll be co-presenting with David Lee Swenson from Maxis. He's the Lead Graphics Engineer on the upcoming game Darkspore™. David will be showing a sneak peek of Darkspore™ running on the new 2nd Generation Intel® Core™ Processor at the session and I'll be showing off new features of Intel® GPA 4.0.

    Сравнение методов наложения теней с помощью Shadow Explorer

    Тени реализованы в абсолютном большинстве современных игр. Приложении Shadow Explorer позволяет пользователю сравнить четыре наиболее популярных алгоритма наложения теней и, настраивая параметры, проследить возникающие эффекты в реальном времени.
  • Sviluppatori
  • Sviluppo di videogame
  • Microsoft DirectX*
  • Sviluppo di videogame
  • Grafica
  • Experimental Cloud-based Ray Tracing Using Intel® MIC Architecture for Highly Parallel Visual Processing

    The cloud is game-changing factor in computing. Companies are offering a service in which the game itself runs on servers in the cloud. It processes user interactions from the game client, & the server sends back a compressed, rendered image to the user.
  • Sviluppatori
  • Sviluppo di videogame
  • Server
  • Sviluppo di videogame
  • Grafica
  • Architettura Intel® Many Integrated Core
  • Elaborazione parallela
  • Please join me at GDC for my lecture on “PC Gaming’s Global Value Propositions”

    Hello Everyone –

    I’ll be presenting my session topic “PC Gaming’s Global Value Propositions” on Friday March 4th from 2-2:25pm. Location: Room 3002, West Hall 3rd Fl. Would be fantastic if all my PC Gaming supporters are able to show up for this! I’m very excited about this presentation.

    In more detail:

    Title: PC Gaming’s Global Value Propositions

    Session Description:
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