Filtros

Article

快速的 ISPC 纹理压缩工具 - 更新

该代码示例在一流的 BC7 纹理压缩工具中添加了高质量的 ETC1 和 ASTC 压缩,可实现快速的 ISPC 纹理压缩。
Criado por MARC F. (Intel) Última atualização em 28/04/2017 - 02:34
Article

Developing Games with MonoGame*

By Bruno Sonnino

Criado por administrar Última atualização em 26/04/2017 - 15:48
Article

Debug SPI BIOS after Power Up Sequence

Describe how to halt CPU core, after power up sequence including CPU reset deassertion, to read/display SPI BIOS
Criado por Kan Hayashi (Intel) Última atualização em 26/04/2017 - 15:48
Article

Tutorial for Intel® DAAL : Using simple C++ examples

System Environment
Criado por JON J K. (Intel) Última atualização em 26/04/2017 - 15:48
Article

Using Intel® MPI Library 5.1 on Microsoft* Windows* with Microsoft* MPI based applications

Why it is needed?
Criado por Dmitry S. (Intel) Última atualização em 26/04/2017 - 15:48
Article

Windows 10* Features Every Game Developer Should Know

With UWP apps, Windows 10 ties together a wide variety of potential gaming platforms, with all platforms running variants of the same system and the apps delivered by the same store. Meanwhile, for other PC games, support provided for Steam* makes it even stronger than before. Whichever distribution works for your game, DirectX* 12 brings new life to games with significantly increased power.
Criado por Brad Hill (Intel) Última atualização em 26/04/2017 - 15:28
Article

Case Study: IdentityMine Tackles Game Development for the Portable All-in-One Platform

By Benjamin A. Lieberman, Ph.D.

Criado por administrar Última atualização em 26/04/2017 - 15:28
Article

Fluid Simulation for Video Games (Part 20)

This article presented a fluid simulation that combines integral and differential numerical techniques to achieve an algorithm that takes time linear in the number of grid points or particles. The overall simulation can’t be faster than that because each particle has to be accessed to be rendered. It also provides better results than the treecode because the latter uses approximations everywhere...
Criado por Dr. Michael J. Gourlay Última atualização em 26/04/2017 - 14:48
Article

Fluid Simulation for Video Games (part 18)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 18th in the fluid simulation for games series—describes how to render a fluid surface.
Criado por administrar Última atualização em 26/04/2017 - 14:48
Para obter informações mais completas sobre otimizações do compilador, consulte nosso aviso de otimização.