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Article

Привязка ресурсов в Microsoft DirectX* 12. Вопросы производительности

Автор: Вольфганг Энгель (Wolfgang Engel), директор компании Confetti

Criado por Paul K. Última atualização em 12/02/2016 - 03:19
Blog post

3 Questions Every Game Developer Should Ask Before they Begin Developing

In January we brought the Intel® Buzz Workshop series to Montreal for the first time.

Criado por Mitchell Lum (Intel) Última atualização em 03/02/2016 - 10:08
Article

Возможности Windows 10*, о которых должны знать все разработчики игр

В Windows 10 реализован целый ряд новых и улучшенных возможностей. Кроме того, эта операционная система должна объединить широчайший диапазон игровых платформ с приложениями универсальной платформы Windows (UWP). Благодаря расширенной поддержке устройств-трансформеров можно использовать более естественные режимы взаимодействия. Поскольку все платформы работают под управлением вариантов одной и...
Criado por Paul K. Última atualização em 03/02/2016 - 07:52
Blog post

Have your game analyzed by the experts at GDC 2016!

Calling all Game Developers!

Criado por Seth S. (Intel) Última atualização em 28/01/2016 - 13:47
Article

Sample Application for Direct3D 12 Flip Model Swap Chains

D3D12 supports only flip model swap chains. This article helps you understand the parameters in a flip model swap chain, links to an application that lets you play with these parameters, and points you to the application's sample code.
Criado por David B. (Intel) Última atualização em 20/01/2016 - 11:50
Article

使用 OpenGL* ES 3.1 面向 Android* 的自适应体积阴影图

As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
Criado por FILIP S. (Intel) Última atualização em 10/01/2016 - 21:59
Article

循序渐进:使用 LEGO* Minifigures Online 创建更好的游戏

Optimizing graphics for Intel® Core™ processors as well as Intel® Atom™ processors is rapidly becoming a strategic imperative for game developers. This article describes how Funcom developed LEGO* Minifigures Online (LMO)to provide exceptional graphical experiences and improved battery life on both platforms.
Criado por Landyn Pethrus (Intel) Última atualização em 10/01/2016 - 21:49
Article

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Criado por MARC F. (Intel) Última atualização em 06/01/2016 - 12:38
Article

Announcing Intel® Graphics Performance Analyzers Version 2015 R4

Intel® Graphics Performance Analyzers (Intel® GPA) Release 2015 R4 includes the latest toolset featuring support for - DirectX* 9, 10, 10.1, 11.0/11.1/11.2 workloads on Windows* - OpenGL* ES 1.X/2.X/3.0/3.1/3.2 workloads on Android - OpenGL* 3.2, 3.3, 4.0, 4.1 Core Profile workloads on Ubuntu*
Criado por Liudmila Mantrova (Intel) Última atualização em 28/12/2015 - 14:02
Article

Intel® Graphics Performance Analyzers: Which Tools Are Available on My Platform?

Intel® Graphics Performance Analyzers (Intel® GPA) are the premier tools for optimizing games on Microsoft Windows* OS. Intel® GPA also supports the analysis of games on Intel phones and tablets running the Google* Android*, and OpenGL* desktop applications on Ubuntu OS. This article describes the different platforms for the product, and how to download the product.
Criado por Neal Pierman (Intel) Última atualização em 28/12/2015 - 14:00
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