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PVS-Studio: Analyzing Doom 3* Code

 

Автор: Andrey Karpov (Blackbelt) Последнее обновление: 15.02.2019 - 16:34
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Building a highly scalable 3D particle system

Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism.

Автор: Последнее обновление: 24.01.2018 - 12:12
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The Next Generation of Game Engines is available NOW – UE4 and Fortnite

We just posted a great article & spotlight up on the PC Gaming Alliance Website that provides a quick snapshot of the Next Generation Unreal Engine 4, and Fortnite, brought to you by Epic!  Go

Автор: Последнее обновление: 05.02.2019 - 10:48
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Adding Multi-Touch Support in Unity* Windows* Apps

Someone asked me recently how to take advantage of multi touch in Unity apps running on Windows 7 & Windows 8 desktop.  I remember saying things like “it should be really eas

Автор: steve-hughes (Intel) Последнее обновление: 03.05.2019 - 14:04
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Handling Windows* 8 Auto-rotate feature in your application

Controlling the auto rotate feature in Windows* 8 within your applications and games.
Автор: Jeff Laflam (Intel) Последнее обновление: 20.12.2018 - 09:40
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TouchDesigner / Interview with Jarrett Smith and Ben Voigt

Автор: Audri Phillips Последнее обновление: 03.07.2019 - 20:08
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Real-Time Strategy Game with Touch Screen

The availability of Ultrabook and Win 8 Tablets create a new frontier for PC gaming; one that brings touch and sensors inputs to parity with mouse and keyboard
Автор: Последнее обновление: 20.12.2018 - 09:40
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Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Автор: Последнее обновление: 16.01.2019 - 10:14
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GTD Light Scattering Sample Updated

How to extend light scattering to support spot and point light sources.
Автор: Последнее обновление: 03.05.2019 - 13:56
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Software Occlusion Culling Update

This update consists of new features and optimizations which have reduced the total Software Occlusion Culling time and the total frame time by a factor of 4X and 2X respectively.
Автор: Последнее обновление: 03.05.2019 - 13:48