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Article

Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions

This article provides an overview of an improved SIMD optimized rendering pipeline of animated models.
Автор: админ Последнее обновление: 03.05.2019 - 14:39
Блоги

Solitude and Zombies: Waking up to a New Gaming Industry

 

Автор: Roger Chandler (Intel) Последнее обновление: 11.06.2019 - 21:22
Article

Implementation of Fast Fourier Transform for Image Processing in DirectX* 10

Updated DirectX* 11 Sample Available!!!
Автор: Raghu Muthyalampalli (Intel) Последнее обновление: 25.05.2018 - 15:30
Article

Designing the Framework of a Parallel Game Engine

How to Get the Most Out of a Multi-Core CPU with Your Game Engine
Автор: Последнее обновление: 12.12.2018 - 18:00
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.
Автор: админ Последнее обновление: 24.01.2018 - 12:12
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.
Автор: админ Последнее обновление: 24.01.2018 - 12:12
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.
Автор: админ Последнее обновление: 09.03.2019 - 13:00
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.
Автор: админ Последнее обновление: 24.01.2018 - 12:12
Блоги

Why P scales as C*V^2*f is so obvious (pt 2)

THE GORY DETAILS

Let’s continue from where we left off last time. Let’s figure out the why of the equation,

P = C * V^2 * (a * f)

Автор: Последнее обновление: 09.05.2019 - 22:55
Article

3D Modeling and Parallel Mesh Simplification

3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
Автор: админ Последнее обновление: 31.12.2018 - 15:00