Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group
by Khang Nguyen
Sample code for "Optimizing with TBB" download page
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.
Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.