This article describes novel techniques developed to optimize DreamWork Animation's rendering, animation, and special effects applications without recompiling or relinking by preloading highly optimized libraries at run-time.
While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
Visualization software relies substantially on the ability to process large amounts of data in parallel. Complex parallel processing, however, can be difficult to do efficiently using native threads. This article explores the practical alternatives.
Adobe AIR is a great software platform when targeting netbooks for a mobile game. Furthermore, AIR provides a development platform that is easy to pick up and enables easy porting to other mobile platforms, like smart phones, tablets, and touch devices.
Intel developed Smoke, a dual-purpose framework and tech demo that emphasizes the advantages of multi-threaded gaming that is multi-threaded to utilize multi-core processors. This article describes the basic framework used.
The Ultra-Mobile PC (UMPC) platform is of increasing importance as a target system for game developers. Because these systems run on Microsoft Windows* XP Tablet PC Edition, they don't require a full operating system port for existing games, but the UMPC form factor does introduce a number of unique considerations in game design.
The multi-threading techniques employed in Microsoft's latest release preview the possibilities in future business and entertainment software where processor-intensive tasks performed in parallel will give developers abundant opportunities to model and depict natural-world phenomena.
In this art-centric article, originally published in Game Developer magazine, Bungie's Steve Theodore discusses visualizing game environments, and why 'an upgrade to your tool chain is a great opportunity to upgrade the relationship between artists and designers'.