This article describes novel techniques developed to optimize DreamWork Animation's rendering, animation, and special effects applications without recompiling or relinking by preloading highly optimized libraries at run-time.
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.
Adobe AIR is a great software platform when targeting netbooks for a mobile game. Furthermore, AIR provides a development platform that is easy to pick up and enables easy porting to other mobile platforms, like smart phones, tablets, and touch devices.
The Ultra-Mobile PC (UMPC) platform is of increasing importance as a target system for game developers. Because these systems run on Microsoft Windows* XP Tablet PC Edition, they don't require a full operating system port for existing games, but the UMPC form factor does introduce a number of unique considerations in game design.
The multi-threading techniques employed in Microsoft's latest release preview the possibilities in future business and entertainment software where processor-intensive tasks performed in parallel will give developers abundant opportunities to model and depict natural-world phenomena.
In this art-centric article, originally published in Game Developer magazine, Bungie's Steve Theodore discusses visualizing game environments, and why 'an upgrade to your tool chain is a great opportunity to upgrade the relationship between artists and designers'.