White Papers, Tutorials, and Articles
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- Do You Have the Next Big Game Idea?
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Submit your concept for Level Up 2009, the Intel® Visual Adrenaline Game Demo
Challenge by July 1, 2009, 3:00 p.m. US PDT. You'll not only be eligible for valuable
prizes, but finalists demos will be judged by a panel of pioneering game developers
(Sid Meier, Will Wright...) who helped shape the industry, as well as a team of
experts from Intel. Enter today!
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- Get Intel® GPA FREE!
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Optimize your game code for integrated graphics with Intel® Graphics Performance
Analyzers tool suite. Used by Terminal Reality on Ghostbusters™: The Video
Game and by SEGA on Empire™: Total War, Intel GPA can help you get more market
share. And if you're an Intel® Visual Adrenaline Developer Program member, you
get Intel GPA FREE. (That's a $299 value.)
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Intel @ GDC. Cool Games, Product Announcements
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With the theme "Ways to Succeed in an Unstable Economy", GDC 2009 saw the spectrum
of topics including game design and production, visual and audio arts, and business
management. Download the Intel session material and read the blogs.
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- Rasterization on Larrabee
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Take a look at how the team at RAD applied the new Larrabee instructions to rasterization.
This gives you a tour of the Larrabee rasterization approach and how vector programming
can be applied to a semi-parallel task. Written by Michael Abrash of RAD Game Tools.
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- Keeping it Quads: One Quad Strategy for Attachments
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We all know that QUADs are king. But if you model some objects in pieces and join
them later on, that usually leads to n-sided or 3-sided polygons as we put everything
back together. This how-to guide from the Intel Software Network Artist/Animator
Area, provides the step-by-step (get it?) recipe for quick quad attachment.
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- A Simple 2-Joint Knee IK Setup
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Getting knees and elbows to deform properly can mean many hours of weighting vertices
and even extra modeling. Using a 2-joint knee (sometimes referred to as 2-bone knee)
setup can help you cut through the tedium and get on with animating! Download the
how-to guide.
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- Newly Updated: Intel® Graphics Media Accelerator
Developer's Guide
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This updated guide provides development tips to help ensure your customers have
a great experience playing your games and running other interactive 3D graphics
applications. Additionally, it describes the Intel® Graphics Media Accelerator
used in the Intel® 4 Series Chipsets with a focus on performance analysis on
Microsoft DirectX™, and includes a section detailing performance analysis
with the Intel® Graphics Performance Analyzer (Intel® GPA).
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- Multi-Core Simulation of Soft-Body Characters
using Cloth
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Soft-body physics is an increasingly popular feature in videogames. Due to their
computational intensity, soft-body physics are presently used sparingly to depict
the movement of cloth, hair, and other flexible elements. This article shows how,
with the additional processing power of a multi-core CPU, entire soft-body characters
can be created using cloth simulation techniques.
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- Two Brains Are Better Than One
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Artificial intelligence (AI) drives game play - whether you're talking about a complex
system of AI or a simple scripting engine. To really maximize your AI's potential,
it needs to utilize the entire CPU, and this means threading. This article examines
how to thread a simple AI and some of the challenges in writing an AI that truly
scales with multi-core CPUs.
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C++ Larrabee Prototype Library Guide
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Get the 411 on the C++ implementation of the Larrabee new instructions. (And you
can link to the library itself via an .inl file near the top of the guide.)
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Game Physics Performance on Larrabee Architecture
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Game physics is at the heart of any modern game engine, and they're very compute-
and memory-intensive. Meeting these demands requires a computer architecture that
can deliver high floating-point performance and memory bandwidth. Larrabee is such
an architecture. Read how.
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Creating Ocean Fog using Direct3D
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When, where, and how should graphics computation be shifted from the GPU to the
CPU? The creation of this foggy ocean scene explores that question and offers solutions.
Includes downloadable source code.
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Quake Wars Gets Ray-Traced
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Read how Intel's ray-tracing team was employed to increase the visual mojo of Enemy
Territory: Quake Wars (by id Software and Splash Damage) by using ray tracing.
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Videos
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Taming Your Game Production Demons: The Offset Approach
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Time and cost are the demons that plague every game. In this video, Ian Lewis of
Project Offset presents a brief overview about Offset's editor and engine that's
being designed and developed to enable fast iteration with a WYSIWYG interface for
optimal artist efficiency. Additionally, Ian shares the steps (and some missteps!)
Offset took to give artists the tools they need to tame the demons of their production
pipeline.
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Havok's Destruction and Cloth Demos at GDC 2009
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Chris Keogh of Havok shows the new Cloth and Destruction demos at the Intel Booth
at GDC 2009 in San Francisco. Vist the Havok site to learn more about the Cloth
Demo and the Destruction Demo.
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Havok Physics Innovation Contest First Prize Winner: Creo Forma
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Creo Forma by Michael Peddicord, United States, was the first prize winner in the
Havok Physics Innovation Contest. Take Five Videos caught up with Michael at the
Game Developers Conference to talk to him about his entry.
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Kaboom: Real-Time Multi-Threaded Fluid Simulation for Games
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This video is an overview of the session Jeff Freeman, Intel Software Engineer,
presented at GDC 2009. Jeff discusses the Kaboom Code that scales with modern multi-core
processors and provides real-time fluid simulations tailored to model smoke, fire,
and fog.
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Havok Physics Innovation Contest Third Prize Winner: Breaking the Rules
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Riccardo Rosapepe won third prize in the Havok Physics Innovation Contest for "Breaking
the Rules", a 3rd-person, multi-player fighting game. Take Five Videos caught up
with Riccardo at the Game Developers Conference to talk to him about his entry.
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GDC 2009 - Game Threading Tutorial
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This video is the first of a series of videos that recaps the full day threading
tutorial delivered at GDC 2009. This introduction previews the material and gives
an overview of threading issues.
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In-Depth Look at Intel's Smoke Technology Demo
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Omar Rodriguez demonstrates and explains Intel's Smoke demo, showcasing one way
to create a highly threaded game. This video examines some of the game technologies
used in Smoke and how they benefit from effective threading. All of the source code
is available for download.
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Other Resources You Might Be Interested In
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Intel Core i7 Showcase.
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Whether you're editing video, rendering images, or playing the latest threaded PC
games, the Intel Core i7 Processor can handle it. Find out how.
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Are you a game ISV? Partner with Intel.
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Join the Intel® Software Partner Program to optimize your 3D games, middleware,
and media apps for Intel® multi-core processors and Intel® Graphics today.
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Parallel Programming and Multi-core Community
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Learn how to best develop parallel programs and multi-threaded applications on Multi-Core
and Multi-Processor platforms.
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Mobile Developer Community
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Get online resources for software development on Intel-based Mobile Internet Devices
(MIDs), Netbooks, and Notebooks.
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Intel® Software Products
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Get the tools, libraries, products, and evaluation versions you need to code your
games right.
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Intel's Game ISV Showcase
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Visit this revolving collection of articles, downloadable content, and videos, all
focused on the collaboration between Intel and key game ISVs.
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Thread Like Wildfire and Get Rewarded!
Tell us how you used the Intel® Smoke Demo, and you could score a GAMESPOT gift
card worth $100!

Download the code and
get started now!
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