Desenvolvimento de jogos

Removing CPU-GPU sync stalls in Galactic Civilizations* 3

Galactic Civilizations* 3 is a turn-based 4X strategy game recently released by Stardock Entertainment. This article describes how Intel® INDE Graphics Performance Analyzer's (GPA) Platform Analyzer was used to improve the game's performance by finding and removing several CPU-GPU sync stalls that had caused a loss of parallelism between the CPU and GPU.
  • Desenvolvedores
  • Microsoft Windows* 8.x
  • Desenvolvimento de jogos
  • Windows*
  • Avançado
  • Intermediário
  • Intel® INDE
  • Analisadores de desempenho gráfico
  • Microsoft DirectX*
  • CPU-GPU
  • sync stalls
  • Intel GPA
  • GPU profiling
  • Desenvolvimento de jogos
  • Gráficos
  • What is Intel® INDE? Why Should I Care?

    Imagine yourself in a brain storming session with your colleagues.  You have an idea for the next hit mobile application.  You know what features you want to implement. You know your target user.  At this point your requirements are starting to become defined.

    But there is a problem: what platform? What architecture? What operating system?  As a developer, you want your brilliant application to be enjoyed by all.  In a market where there are countless platforms and many prominent OS choices, it’s difficult to choose how to approach the problem.  

    SIMD fácil mediante envolturas

    SIMD operations are widely used for 3D graphics applications. This tutorial provides new insights into SIMD by comparing SIMD lanes and CPU threads, and steps you through the process of creating a simple, straightforward SIMD implementation in your own code.
  • Desenvolvedores
  • Linux*
  • Microsoft Windows* 8.x
  • Windows*
  • C/C++
  • Avançado
  • Intermediário
  • Extensões Intel® Streaming SIMD
  • AVX
  • simd
  • ray tracing
  • Crytek
  • Desenvolvimento de jogos
  • Processadores Intel® Atom™
  • Processadores Intel® Core™
  • Computação paralela
  • Консервативное морфологическое сглаживание (CMAA) — обновление за март 2014 г.

    Эта статья взята из блога Ли Дейвиса (Leigh Davies) на IDZ. Здесь описывается работа Ли и его коллеги Филипа Стругара (Filip Strugar) над новым алгоритмом сглаживания, который называется «консервативное морфологическое сглаживание». Ниже приводится содержимое блога и доступный для загрузки проект с исходным кодом.  

  • Desenvolvedores
  • Microsoft Windows* (XP, Vista, 7)
  • Microsoft Windows* 8.x
  • Desenvolvimento de jogos
  • Windows*
  • C/C++
  • Avançado
  • Intermediário
  • Microsoft DirectX*
  • GameCodeSample
  • Desenvolvimento de jogos
  • Contrato de licença: 

    Transformada rápida de Fourier para procesar imágenes en DirectX* 11

    This sample demonstrates an optimized FFT that uses compute shaders and Shared Local Memory (SLM) to improve performance by reducing memory bandwidth.Two FFT techniques are discussed. The first is UAV and operates by ping-ponging data repeatedly between Unordered Access Views (UAVs). SLM (Shared Local Memory) is the second technique and is a more memory-bandwidth-efficient method, showing significant performance gains when bottlenecked by memory bandwidth.
  • Desenvolvedores
  • Microsoft Windows* 8.x
  • Desenvolvimento de jogos
  • Windows*
  • C/C++
  • Intermediário
  • GameCodeSample
  • Discrete Fourier Transform
  • DFT
  • Unordered Access View
  • Compute Shader
  • dx11
  • directx 11
  • Desenvolvimento de jogos
  • What is All the BUZZ About?

    Intel Buzz Workshop, was a daylong event on June 23, 2015, that brought together game industry luminaries (Jonathan Blow- The Witness and Braid), and indie game developers for technical sessions, panels, networking, and the opportunity for participants to have their game be judged by Dean Takahashi from GamesBeat at VentureBeat in the Developer Showcase.

    Создание приложений для технологии Intel® RealSense™

    When users first launch an application, the navigation design should be so intuitive that they start exploring the app’s features right away. Chronosapien Interactive used Intel® RealSense™ technology to create "Space Between" which adds hand and face tracking to extend beyond standard input modalities.
  • Desenvolvedores
  • Microsoft Windows* 8.x
  • Desenvolvimento de jogos
  • Tecnologia Intel® RealSense™
  • UX
  • Windows*
  • Unidade
  • Intermediário
  • SDK de Intel® RealSense™
  • Space Between
  • Chronosapien Interactive
  • Intel RealSense
  • Intel RealSense SDK
  • Gesture Recognition
  • Tecnologia Intel® RealSense™
  • Desenvolvimento de jogos
  • Assine o Desenvolvimento de jogos