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Article

Designing Artificial Intelligence for Games (part 3)

Designing AI for Games (part 3). This article discusses the concept of tactical AI and shows how to give intelligence agents higher orders of intelligence.
Criado por administrar Última atualização em 27/04/2017 - 08:09
Article

Designing Artificial Intelligence for Games (part 2)

Designing AI for Games. Intelligent agents need to identify points of interest in the game world. This article shows how to identify and optimize points of interest and provides ways of organizing them for multi-threading.
Criado por administrar Última atualização em 27/04/2017 - 08:07
Article

Designing Artificial Intelligence for Games (Part 4)

The gaming industry has seen great strides in game complexity recently. Game developers are challenged to create increasingly compelling games. This series explores important Artificial Intelligence (AI) concepts and how to optimize them for multi-core.
Criado por administrar Última atualização em 27/04/2017 - 08:06
Article

Designing Artificial Intelligence for Games (Part 1)

The gaming industry has seen great strides in game complexity recently. Game developers are challenged to create increasingly compelling games. This series explores important Artificial Intelligence (AI) concepts and how to optimize them for multi-core.
Criado por administrar Última atualização em 27/04/2017 - 08:03
Article

为什么线程在《奇点灰烬》* 中至关重要

Oxide 创建了新的引擎并采用了 Direct3D* 12,如此一来《奇点灰烬》便能利用处理器的所有内核。 该游戏在常见的游戏系统上运行良好,在搭载了更多内核的系统上表现更佳。 您可以在游戏中采用相同的技术,以实现最佳 CPU 性能。
Criado por administrar Última atualização em 27/04/2017 - 00:35
Article

OpenCL™ Drivers and Runtimes for Intel® Architecture

What to Download
Criado por Jeffrey M. (Intel) Última atualização em 27/04/2017 - 00:14
Article

Experience and Key Strategies for Load Balancing Games

Games are real-time software. With the increase in processing unit count, load balancing has become a challenge. This article explains how to effectively dispatch units of work to the available CPUs & adjust game content to the available computing power.
Criado por Última atualização em 26/04/2017 - 15:48
Article

The 3D Production Pipeline for Games: Getting it There

The Challenge of Animating the Artist's Dream

Criado por Steve Pitzel (Intel) Última atualização em 26/04/2017 - 15:48
Article

Get YOUR game analyzed at Austin Games Conference!

The Intel® Graphics Performance Analyzers team is offering hands on performance tuning for games at the Austin Game Developers Conference!  Participants

Criado por Seth S. (Intel) Última atualização em 26/04/2017 - 15:48
Article

High-Performance Games: Addressing Performance Bottlenecks with DirectX*, GPUs, and CPUs

The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Criado por administrar Última atualização em 26/04/2017 - 15:48
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