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Game Dev Tech Generic

SPIR-V to ISPC: Convert GPU Compute to the CPU

发布时间:2018 年 5 月 31 日,更新时间: 2018 年 6 月 5 日作者:Jon Kennedy. (Intel)

To help address this opportunity while also utilizing the single instruction, multiple data (SIMD) vector units built into modern CPU cores, we have started developing a prototype translator, based on the open source Khronos* SPIRV-Cross project, that will take Standard Portable Intermediate...

C#JobSystem unity

Code Sample: New Unity* Entity Component, C# Job System, and Burst Compiler

发布时间:2018 年 6 月 1 日

The new C# job system and entity component system from Unity* don’t just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this...

woman in a virtual environment

How to Build a Custom Audio Editor with Unreal Engine* for Sound Spatialization in VR

发布时间:2018 年 6 月 1 日

Unreal Engine* from Epic Games has a powerful virtual reality (VR) editor option, but something they did not include is the ability to edit and place sounds while inside VR. It can be troublesome to have to constantly restart the editor after adjusting a sound to test what it sounds like in VR....

starship in space

Get Started with the Unity* Entity Component System (ECS), C# Job System, and Burst Compiler

发布时间:2018 年 5 月 31 日

The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this...

woman in a virtual environment

Code Sample: Custom Audio Editor Tool with Unreal Engine* for Sound Spatialization in VR

发布时间:2018 年 5 月 30 日

This Code Sample show you step-by-step on building a useful tool for VR devs using Unreal Engine that leverages the power of intel CPU’s. Unreal Engine has a powerful virtual reality editor option, but something they did not include is the ability to edit and place sounds while inside VR. It can...

Optimizing VR Hit Game Space Pirate Trainer* to Perform on Intel® Integrated Graphics

By Cristiano Ferreira (@cristianohh), Dirk Van Welden (@quarkcannon), and Seth Schneider (@SethPSchneider)

Space Pirate Trainer* was one of the original launch titles for HTC Vive*, Oculus Touch*, and Windows Mixed Reality*....

Merging Masked Occlusion Culling Hierarchical Buffers for Faster Rendering

The article and code sample are an addition to the preceding work by Andersson et al. that addresses many of these problem cases by splitting a scene into multiple buffers that better fit local dynamic ranges of geometry and that can be computed concurrently. We then augment the algorithm's discard...

Grayscale in game output

Code Sample: Merging Masked Occlusion Culling Hierarchical Buffers

Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. Masked Software Occlusion Culling [J. Hasselgren, M. Andersson, T. Akenine-Möller] presented a novel algorithm optimized for SIMD-capable CPUs that...

Spearhead Games*: From Leaving AAA to Making a Time-Traveling Columbo

发布时间:2018 年 5 月 24 日

Like a lot of the indie studios that have cropped up over the last few years, Spearhead Games*' founders, Atul Mehra and Malik Boukhira, were originally AAA developers. The pair met when they were working at EA in Montreal on a project that wasn't looking very healthy.

Why Survival Sim Frostpunk* is Eerily Relevant

发布时间:2018 年 5 月 21 日

The idea for Frostpunk actually predates This War of Mine's development. Originally, 11 Bit Studios made a prototype for a city simulation game called Industrial. But as with the company's other games, Industrial went through a long process of iteration, to the point where the final game is...

CardLife*'s Liberating World is a Game Inside a Cardboard Creation Tool

发布时间:2018 年 5 月 17 日

With Robocraft*, its game of battling robots, Freejam* made its love for user-generated content known. With its latest game, the studio is going back to the ultimate source of user-generated content: the humble sheet of cardboard. Not so humble now, however, when it's used to craft an entire...

Downpour Interactive* Is Bringing Military Sims to VR with Onward*

发布时间:2018 年 5 月 16 日

While there's no dearth of VR (virtual reality) shooters out there, military simulation games enthusiasts searching for a VR version of Arma* or Rainbow Six*, where tactics trump flashy firefights, don't have many options. Downpour Interactive* founder Dante Buckley was one such fan, and when he...

Dauntless*: Making a Different Kind of Monster Hunting Game

发布时间:2018 年 5 月 11 日

A compelling multiplayer game is a great way of bringing those large communities together. That's how the idea for Dauntless, and its free-to-play business model, originated. It's part of a small but growing number of titles in the niche hunting-action genre.

CPU Capability Detect using Unreal Engine* 4.19

To take advantage of the additional computing power on high-end CPUs, Intel has developed a plugin that gives detailed CPU metrics and SynthBenchmark performance indicators. The metrics from this plugin can be used to differentiate features and content by CPU capability. Binning features and...

Stellaris 2.0*: Rebuilding the Galaxy

发布时间:2018 年 5 月 9 日

The Imminent 2.0* update is one of the most ambitious the studio has worked on, and one that the team has been developing on the side as far back as Utopia*, which launched in April last year.

Unreal Engine* 4/Intel® VTune™ Amplifier Usage Guide

In Unreal Engine* 4.19, Intel® software engineers worked with Unreal* to add support for Intel VTune Amplifier instrumentation and tracing technology (ITT) markers. This guide shows the user how to take advantage of the new integration to generate annotated traces of Unreal Engine 4 (UE4) inside...

Cute Cats and Spaceships: How Stardrop's Creator Conquered Burnout

发布时间:2018 年 5 月 2 日

Stardrop is a first-person sci-fi adventure game that follows Aryn Vance, a salvage and rescue operator who strips down abandoned spaceships for resources. One day, she and her partner decide to investigate a strange distress signal, and they soon get caught up in trying to solve the mystery behind...

Icons: Combat Arena* Aims to Usher in a New Era of Platform Fighters

发布时间:2018 年 5 月 2 日

Gathering community feedback so early in the development process has always been a part of the developers' plans. Those responses help them identify problems they should work on, as well as which aspects of the Icons' roster need improvement.

Challenges and Tradeoffs on the Road to AR

Anyone involved in virtual reality over the course of the past few years, whether as a developer of VR, as a user of VR, or simply tracking the industry's progress, will agree there's a word they've heard a few times too many: Holodeck*. The well-trod Star Trek concept has become a threadbare...

增强现实之路上的挑战与权衡

在过去几年间,接触过虚拟现实的任何人,无论是虚拟现实开发人员、虚拟现实用户,还是对这个行业感兴趣的普通民众,都一致认为全息甲板(Holodeck*)是一个出现频率过高的词汇。全息甲板是热门电影《星际迷航》提出的概念,现在常用来比喻想象中的虚拟现实技术终端。

Explore Unity Technologies ML-Agents* Exclusively on Intel® Architecture

发布时间:2017 年 12 月 5 日,更新时间: 2018 年 4 月 27 日作者:Bryan B. (Intel)

This article demonstrates how to: perform a TensorFlow* CMake build, train and run the ML-Agents on Windows*, and create a simple Amazon Web Services Ubuntu* Amazon Machine Image* environment from scratch.

code sample

Code Sample: An Approach to Parallel Processing with Unreal Engine*

发布时间:2018 年 4 月 26 日

In this example, a flock was defined as a school of fish. For each member, the algorithm needs to worry about cohesion, alignment and separation. Each fish was calculated to “swim” within a school if it was within a certain distance from any other fish in the school. Members of a school will not...

game development

Architecture Agnostic Spin-Wait Loops

To fully utilize the power of today's multicore processors, game developers are using more advanced tasking systems which distribute the work across multiple threads in a thread pool. As the thread count increases, so does the chance of contention between the threads on constructs such as job queue...

game development

Code Sample: Parallel Techniques in Modeling Particle Systems Using Vulkan* API

发布时间:2018 年 4 月 23 日

This code sample and accompanying article (see References below) discuss and compare aspects of the implementation of a particle system using CPU and GPU using a Vulkan-based renderer as an example. We recommend that you read the article while looking at the code. Make sure you have the examples...

An-Approach-to-Parallel-Processing-with-Unity

Code Sample: An Approach to Parallel Processing with Unity*

发布时间:2018 年 4 月 10 日

This code and accompanying article (see References below) cover development of a flocking algorithm, which is then demonstrated as schools of fish via two applications. The first application was developed to run on a multi-threaded CPU, and the second to perform physics calculations on the GPU.

Star Trek spaceship Aegis in space

Star Trek*: Bridge Crew and VR's New Frontiers

发布时间:2018 年 4 月 9 日作者:EddieC

Star Trek: Bridge Crew is a successful VR game because it adheres to known best practices for a great VR experience, as captured in the Intel VR guidelines. If you are thinking about creating a new VR title, download the guidelines today to give yourself the best possible chance for success.

Star Trek spaceship Aegis in space

《星际迷航*:舰桥船员》与虚拟现实新趋势

发布时间:2018 年 4 月 9 日作者:EddieC

《星际迷航:舰桥船员》是一款成功的 VR 游戏,因为该游戏谨遵英特尔虚拟现实指南中的已知最佳实践,打造出色的 VR 体验。如果您正在考虑创建新的 VR 游戏,可立即下载本指南,为自己创造绝佳的成功机会。

Evasion From Archiact at GDC 2018

上次更新时间:2018 年 4 月 6 日

Ian Bragg discusses the new VT title Evasion with Chris Ansell from Archiact! Evasion is an intense sci-fi shooter that will raise the bar for environmental destruction and explosive real-time FX in VR. Taking full advantage of the Intel® Core™ i7 processor, Evasion is poised to deliver stunning cinematic visuals and genre-defining gameplay.

parallel particle processing

代码示例:使用 Direct3D* 12 进行并行处理

发布时间:2018 年 4 月 4 日

本项目的理念是展示如何使用 Direct3D 12 在游戏中进行并行处理。本项目扩展了《使用 OpenGL* 和 Oculus* VR 中的可视化对比英特尔® 酷睿™ i5 处理器和英特尔® 酷睿™ i7 处理器》文章(参见参考部分)的结果和代码,以添加 Direct3D 12 渲染器。它还将之前的粒子系统重新实施为 Direct3D 12 计算着色器。

Final Star Dynasties splash art

数字绘画:快节奏绘画流程

在概念艺术中,将抽象概念转化为具体视觉效果,这之间所花的时间越短越好。它适用于所有涉及概念艺术的行业,但在视频游戏行业的快节奏开发流程方面,速度尤为重要。这里我将通过我为独立游戏 Star Dynasties* 制作的数字插图,简要介绍概念化、参考收集、草图绘制和定稿等步骤,其中重点介绍效率和速度。

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