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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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The Real Platform is now the Cloud - and has shifted away from devices

Am I stating the blatantly obvious here? (Probably). However; one my most recent assertions is that the devices (e.g.

Автор: Последнее обновление: 24.01.2018 - 12:12
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Piracy, Secondary Sales, Account/Identity Theft: What’s the real story?

Honestly; I’m not sure anyone truly has a holistic picture of what the ‘real story’ is here.

Автор: Последнее обновление: 24.01.2018 - 12:12
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A feature-detection example using the Intel® Threading Building Blocks flow graph

The Intel® Threading Building Blocks ( Intel® TBB )  flow graph is fully supported in Intel® TBB 4.0.  If you are unfamiliar with the flow graph, you can read an introduction

Автор: Michael V. (Intel) Последнее обновление: 01.08.2019 - 09:30
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[Opinion] The sunk cost fallacy of Consoles and why they’ll likely die out as we know them today

Most people who know me know why I’m not a fan of Consoles; but I figured I should probably explain myself more fully to those who don’t.
Автор: Последнее обновление: 24.01.2018 - 12:12
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Gaming in Transition and Revolution: Pt 4 of 4

Part 4 of 4 (Innovation Changers)

Автор: Последнее обновление: 08.05.2019 - 13:00
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Gaming in Transition and Revolution: Pt 2 of 4

Part Two of Four (Format and Business Model Evolution Factors)
Автор: Последнее обновление: 08.05.2019 - 13:00
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Gaming – In transition and revolution

Part One of Four (Mobile)

Автор: Последнее обновление: 08.05.2019 - 13:00
Article

Open Source Game Development

The intent of this paper is to go over a few of the most common open source game engines and show how Intel tools and technologies can bring goodness to open source game development by getting the best possible performance out of these engines.
Автор: админ Последнее обновление: 24.01.2018 - 12:12
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Graduate Intern at Intel - Parallel Ray-Tracing

Ray-tracing is a classic example of an embarrassingly parallel algorithm; since each pixel is typically independent of the rest, theoretically every pixel can be done in parallel (given enough core

Автор: Последнее обновление: 14.06.2017 - 15:37