It's all about the game. Get in the know. Find the latest game- and graphics-related
features, tools, resources, and opportunities to help you take advantage of Intel®
architecture and reach your market.
The Muddy Beauty of Dirt* 2: Where Rally Realism Meets the Raw Road.
Even after 10 years of the multi-million-selling Colin McRae Rally* games, UK developer and publisher Codemasters still maintains a laser-like focus on simulating that pedal-to-the-metal rubber-on-the-gravel reality.
Designing Artificial Intelligence for Games (Part 4).
Donald Kehoe, game development specialist at the New Jersey Institute of Technology, shows you how to organize your system to take full advantage of task and data parallelization for your AI characters.
Optimizing Without Breaking a Sweat.
Learn the techniques Intel developed to optimize DreamWorks Animation's rendering, animation, and special effects applications. Includes code samples.
Fluid Simulation for Video Games (Part 3).
In this 3rd part of the series, Dr. Michael J. Gourlay presents a fluid simulation implemented in C++ that runs in real time using modest and commonly available computer hardware.
Multi-Core Simulation of Soft-Body Characters Using Cloth.
Soft-body physics is a popular feature used in video games, but it's used sparingly due to computational intensity. This article demonstrates how the processing power of a multi-core CPU plus cloth-simulation techniques can make soft-body characters much easier to create.
Two Brains are Better Than One.
To maximize your AI's potential, you need to use the entire CPU... which means threading. This article examines how to thread a simple AI and some of the challenges in writing an AI that scales with multi-core CPUs.
Optimizing Kingsoft's JX3 Online* Using Intel® GPA.
This real-world case study shows how the Kingsoft development team used Intel GPA to minimize developer effort and boost game frame rates on both desktop and mobile PCs equipped with Intel® Graphics Technology.
Interview with Project Offset's Yeong-hao Han.Project Offset's lead designer describes his background, interests, career moves, and process for level design. Plus he discusses the amazing new Offset Editor.
Behind the Scenes with Codemaster's Operation Flashpoint: Dragon Rising*.Get the developer perspective and behind-the-scenes insights on the creation of the game, including Codemasters used Havok Physics, Intel® VTune™, and Intel® GPA to create the visual depth, detail, and realistic physics in this game for the Intel® Core™ i7 platform.
Optimizing a Video Game: Smoke -- Fanning the Flames to Really Make it BurnIn this 6-part video series taken at IDF 2009, Paul Lindberg, Intel Sr. Technical Marketing Engineer, walks you through the Smoke Game Demo, using it to demonstrate how Intel® software tools can help you remove bottlenecks and find new speed in your games.
Gas Powered Games Optimization of Demigod Using Intel® GPA.
Bart Kijanka, VP of Engineering at Gas Powered Games discusses their use of Intel® GPA to analyze and optimize the graphics performance of Demigod with up to a 30% performance boost.
The Evolution of Game Architecture.
Game development is an art form. The shift to multi-core has already significantly impacted game design. Looking forward, Chris Taylor, CEO of Gas Powered Games, describes how an n-core platform will allow cores to be dedicated to specific game logic.
Larrabee
Rasterization on Larrabee.
Read how RAD Game Tools applied the new Larrabee instructions to rasterization, including how vector programming can be applied to a semi-parallel task.
Game Physics Performance on Larrabee Architecture.
Game physics are very compute- and memory-intensive. They require a computer architecture that can deliver high floating-point performance and memory bandwidth. Larrabee is such an architecture.
C++ Larrabee Prototype Library Guide.
Get the 411 on the C++ implementation of the Larrabee new instructions. (And you can link to the library itself via a .ini file near the top of the guide.)
Tool-Talk & Downloads
Epic and the Intel® Core i7 Mobile ProcessorMark Rein, VP of Epic Games, discusses how the right combination of tools (including the Intel® Core™ i7 processor, Intel® Threading Building Blocks, and the Epic Unreal* Game Engine 3) will dial up the creativity and opportunities for game developers.
Get Intel® Graphics Performance Analyzers - FREE!
Optimize your game code for integrated graphics with Intel® GPA tool suite. And if you're a member of the Intel® Visual Adrenaline Developer Program, you get it free (that's a $299 value). Not a member? Takes about 10 seconds to sign up.
New Features in Intel® GPA 2.1.
Intel Lead Product Designer, Chris Cormack ,describes and demonstrates the new features of the Intel® GPA V2.1 tool suite.
Intel® Performance Analyzer ComparisonIntel offers several performance analyzers, each with its own strengths. This document provides a quick overview of the tool features to help you make an informed choice.
SDK for the Intel® Core i7 Processor Family.
Download and review an in-depth collection of resources and learn how you can enable your software to take advantage of the capabilities in the Intel Core i7.
Blog: Chris Cormack - Intel Lead Product Designer.
Chris is obsessed with Intel GPA... which is a good thing. Read his assessments and highlights of the tool suite that's been successfully used by Terminal Reality and Gas Powered Games.
Artist/Animator Resources
Keeping It Quads - One Quad Strategy for AttachmentsWe all know that QUADs are king. But if you model some objects in pieces and join them later, that can lead to n-sided or 3-sided polygons. Best to fix those problems now. Here's one way to do it.
Simple 2-Joint Knee.
Getting knees and elbows to deform properly can mean many hours of weighting vertices and even extra modeling. Using a 2-joint knee setup can help you cut through the tedium.