Article

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.
Criado por administrar Última atualização em 24/01/2018 - 12:12
Article

Multithreaded Game Programming and Hyper-Threading Technology

by Will Damon

Criado por Última atualização em 24/01/2018 - 12:12
Article

How to Manipulate Data Structure to Optimize Memory Use on 32-Bit Intel® Architecture

Demonstrates how a Structure of Arrays organization of data makes it easier to get a performance benefit from SIMD
Criado por administrar Última atualização em 05/02/2019 - 10:23
Article

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.
Criado por Última atualização em 01/08/2019 - 09:30
Article

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.
Criado por jerome-muffat-meridol (Intel) Última atualização em 03/05/2019 - 13:56
Article

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.
Criado por Quentin Froemke (Intel) Última atualização em 11/12/2018 - 11:56
Mensagem de blog

Ultrabook­™ Work, Create, Play Challenge - 15mm of Game Dev Goodness

Can the Ultrabook™ be versatile for other work/create/play scenarios. So why not game development? How well can you both create and play games on an Ultrabook?
Criado por Bob Duffy (Intel) Última atualização em 20/12/2018 - 09:28
Article

Intel® SDK for OpenCL* Applications - Performance Debugging Intro

To the Intel® OpenCL SDK page

Criado por Maxim Shevtsov (Intel) Última atualização em 31/05/2019 - 14:10
Article

Fluid Simulation for Video Games (part 11)

By Dr. Michael J. Gourlay

Criado por Última atualização em 10/12/2018 - 18:02
Article

Performance Benefits of Half Precision Floats

Half precision floats are 16-bit floating-point numbers, which are half the size of traditional 32-bit single precision floats, and have lower precision and smaller range.

Criado por Patrick Konsor (Intel) Última atualização em 10/07/2019 - 17:05