Jacco Bikker, NHTV University of Applied Sciences, Breda, The Netherlands
Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
By Alex A. Lopez-Estrada Applications Engineer, Intel Software and Solutions Group
by Khang Nguyen
Continuous Levels of Detail: Using MRM and SDS To Achieve High-Quality Graphics in a Fraction of the Time
by Steve Pitzel and Clint TaylorIt Looks Good, but It Runs Like a Slug
Parallel execution is key to achieving high performance gaming on modern processors, which are increasingly moving to multi-core.