physics

Threading a 3-D Game: Analysis & Methodology Using Destroy the Castle

In this module, participants will learn some principles for threading a simple 3D graphics game. We will decompose the problem into separate pipelined domains that can be threaded separately. Specifically we will look at how to accomplish concurrent processing of Physics, AI, and other game components and how to achieve speedup on multi-core platforms.

The Inner Game of Concurrency Programming: Optimizing for Intel's Dual Cores

While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
  • games
  • visual effects
  • physics
  • visual computing
  • Разработка игр
  • Графика
  • Параллельные вычисления
  • Performance Scaling with Cores

    Intel developed Smoke, a dual-purpose framework and tech demo that emphasizes the advantages of multi-threaded gaming that is multi-threaded to utilize multi-core processors. This article describes the basic framework used.
  • Smoke - демонстрация игровых технологий
  • havok
  • physics
  • visual computing
  • Разработка игр
  • Графика
  • Параллельные вычисления
  • 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.
  • Разработчики
  • GameCodeSample
  • physics
  • Разработка игр
  • Графика
  • Открытые исходные коды
  • Simulating Cloth for 3D Games

    At the Game Developers Conference in March 2000, I presented my implementation of two techniques for simulating cloth. I was pointed to another, more recent, technique by someone who attended the class. In this paper I'll recap what I presented about at the conference and include information about the newer technique. Hopefully you'll be able to take the ideas I present here and add some level of support for cloth simulation into your title.
  • physics
  • texture map
  • NURBS
  • visual computing
  • Разработка игр
  • Графика
  • Havok Talks Simulating Real-World Physics

    By Lee Purcell

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    Havok Talks Simulating Real-World Physics**

    Physics - that fascinating branch of science that traditionally puts high school students into a REM sleep state - has also given birth to innovations as modest as the roulette wheel and the unicycle, and as awe inspiring as the hydrogen bomb and the Apollo space missions.

  • Разработчики
  • Разработка игр
  • Физика Havok™
  • havok
  • physics
  • visual computing
  • Разработка игр
  • Графика
  • Подписаться на physics