Sponsored Feature: Dynamic Resolution Rendering
by Doug Binks
[10.21.11]
In this Intel-sponsored Gamasutra feature, Doug Binks presents an demonstration and explanation of dynamic resolution rendering for games, a process that 'enables the game to maintain a stable and appropriate frame rate, thus improving the overall quality of the experience.'
Sponsored Feature
Sponsored Feature: Programming Sins - Common Errors From Down In The Trenches
by Noel Llopis , michael carr , Anonymous
[07.13.11]
In this article republished in associated with Intel, and originally debuting in Game Developer magazine , a cadre of top developers discuss programming sins that they may, indeed, have committed - and how to avoid them.
Programming , Sponsored Feature
Sponsored Feature: 'MAXIS-mizing' Darkspore for Mainstream Graphics, a Case Study
by Omar Rodriguez , David Lee Swenson
[06.08.11]
At GDC 2011, Maxis and Intel gave a presentation on optimizing Maxis’ Darkspore for processor graphics. This article elaborates on that presentation and explores optimizations around Maxis’ deferred-rendering engine. This includes how several bottlenecks were identified and resolved.
Sponsored Feature
Sponsored Feature: Behind the Mirror - Adding Reflection to C++
by Geoff Evans
[05.17.11]
In this Intel-supported Gamasutra article, Geoff Evans explores implementing a reflection system in C++ and how the payoff ultimately outweighs the effort.
Programming , Sponsored Feature
Sponsored Feature: CPU Onloading - Leveraging the PC Platform
by Josh Doss
[04.27.11]
In this Intel-sponsored Gamasutra feature, Josh Doss explains how the major technology company is investigating onloading with regard to video game development - the concept of "increasing the platform performance by using CPU resources to do typical GPU-assigned tasks".
Sponsored Feature
Sponsored Feature: Data-Oriented Design - Now And In The Future
by Noel Llopis
[04.13.11]
In an Intel-sponsored reprint of a Game Developer magazine article from September 2010, game industry coder and veteran Noel Llopis takes a closer look at Data-Oriented Design.
Sponsored Feature
Sponsored Feature: Changing the Game - Experimental Cloud-Based Ray Tracing
by Daniel Pohl
[03.30.11]
In this Intel-sponsored article, Daniel Pohl, a leading expert in ray tracing game technologies, focuses on cloud-based, real-time ray tracing, including its advantages and a demonstration of the cloud-based rendering approach using Intel MIC Architecture.
Programming , Sponsored Feature
Sponsored Feature: Onloaded Shadows: Moving Shadow Map Generation from the GPU to the CPU
by Zane Mankowski
[01.26.11]
In this Intel-sponsored Gamasutra feature, a special game-related "onloading" technique called Onloaded Shadows is explored, examining notable performance ramifications and future improvement possibilities.
Sponsored Feature
Sponsored Feature: Optimizing for Intel Atom Processor-Based Devices
by Orion Granatir
[12.15.10]
In this Intel-sponsored feature, Orion Granatir looks at the Intel Atom processor, already shipped in more than 40 million devices, and ways to inlock its potential for gaming.
Sponsored Feature
Sponsored Feature: How Rise of Flight Increased FPS By Up To 50%
by Sergey Vorsin , Orion Granatir
[11.17.10]
In this Intel-sponsored feature, Sergey Vorsin, lead programmer at Neoqb, presents a case study on how Intel Graphics Performance Analyzers helped significantly improve the speed and performance of Rise of Flight: The First Great Air War .
Programming , Sponsored Feature