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Resources Listed: 14
Topic Author Description
Fifteen Ways to do Faster Blits
[Added: 7/24/1999]
David Berube  Contains several tips for optimizing blits. Includes sample blitting code and an explanation of what was done to speed it up.  
Implementing a 3D SIMD Geometry and Lighting Pipeline
[Added: 3/1/2000]
Ronen Zohar and Haim Barad  Covers speeding up your engine using the new P3 instructions. 
Leveraging the Power of Cache Memory
[Added: 3/1/2000]
Alexandre Macris and Pascal Urro  Shows a couple of ways of using data structures to take advantage of caching. 
Optimizations Corner: An Optimized Matrix Library in C++
[Added: 7/10/2000]
Haim Barad  Presents a set of optimized matrix routines that take advantage of SIMD architectural enhancements done to recent microprocessors. 
Optimizations Corner: Cleaning Memory and Partial Stalls in Your Code
[Added: 7/10/2000]
Haim Barad  Explains the concept of partial stalls and how they affects performance on modern dynamic execution microarchitectures, relevant to Pentium Pro, Pentium II, and Pentium III processors. 
Optimizations Corner: Sorry, But Size Does Count!
[Added: 7/10/2000]
Haim Barad  Presents some useful data optimization guidelines and shows that size really does count after all. 
Optimizations Corner: Tessellation of 4x4 Bezier Patches for the Intel Pentium III Processor
[Added: 4/27/2000]
Haim Barad  Barad demonstrates 4x4 Bezier patches and how, by creating an optimized engine that incorporates tessellated surfaces, one can exploit features such as continuous LOD and non-rigid body deformation. 
Pentium III Prefetch Optimizations Using the VTune Performance Analyzer
[Added: 4/27/2000]
Ornit Gross  Speed up your games by prefetching data using Streaming SIMD Extensions. 
Performance Programming Applied to C++
[Added: 7/29/2000]
Joris Timmermans  Fast code is a goal we all share. This article covers techniques you need to know to improve the performance of your programs, including some C++ specific suggestions. 
Profiling, Data AnalEnsysis, Scalability, and Magic Numbers, Part 2: Using Scalable Features and Conquering the Seven Deadly Performance Sins
[Added: 8/24/2000]
Herb Marselas  Ensemble's Herb Marselas concludes his two-part series on game optimization. 
Profiling, Data Analysis, Scalability, and Magic Numbers
[Added: 8/16/2000]
Herb Marselas  The first of a two-part series reveals the tips, tricks, tools, and pitfalls that went into raising the performance profile of Age of Empires II: The Age of Kings. so that it would run well on the minimum machine specification. 
Speeding up Memory Reads and Writes with VectorC
[Added: 8/16/2000]
Andrew Richards  This article covers "prefetching" and "non-temporal stores" which can speed up performance considerably when used well. It also discusses using assembly language instead of VectorC to do the same job. 
Using VectorC to Take Advantage of MMX, 3DNow! and SSE
[Added: 7/7/2000]
Andrew Richards  VectorC is a new compiler specifically designed to be used in game development. Here, VectorC's creator describes how to use it to optimize performance using Intel and AMD's multimedia instructions. 
Video Applications For the Pentium III Processor
[Added: 7/10/2000]
Asi Elbaz  Describes how the Pentium III processor and Streaming SIMD Extensions can improve the performance of integer-based applications, using examples from the MPEG encoder application. 
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