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Intel Developer Zone

Games are much more than software. They're music. They're art. They're imagination. And they take a lot of skill. No matter your game focus or expertise, you can get the latest game and graphics-related features, resources, and opportunities right here. Brought to you by GameDev and the Intel® Visual Computing Developer Community
Resources Listed: 10
Intel Developer Zone
Topic Author Description
A Simple 2-Joint Knee IK Setup
[Added: 7/17/2009]
Intel  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. 
C++ Larrabee Prototype Library Guide
[Added: 7/17/2009]
Intel  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.) 
Creating Ocean Fog using Direct3D
[Added: 7/17/2009]
Intel  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. 
Game Physics Performance on Larrabee Architecture
[Added: 7/17/2009]
Intel  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. 
Keeping it Quads: One Quad Strategy for Attachments
[Added: 7/17/2009]
Intel  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. 
Multi-Core Simulation of Soft-Body Characters using Cloth
[Added: 7/17/2009]
Intel  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. 
Newly Updated: Intel® Graphics Media Accelerator Developer's Guide
[Added: 7/17/2009]
Intel  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). 
Quake Wars Gets Ray-Traced
[Added: 7/17/2009]
Intel  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. 
Rasterization on Larrabee
[Added: 7/17/2009]
Intel  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. 
Two Brains Are Better Than One
[Added: 7/17/2009]
Intel  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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