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SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012
by Justin Kan
[02.06.12]
TwitchTV co-founder Justin Kan explains how his company uses video streaming to reach a large audience, and how you can capitalize on the fact that "your players are creating and distributing video about your game for you.”
Sponsored Feature
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SPONSORED FEATURE: Are Game Development Funds Doing Developers More Harm than Good?
by Si Shen
[01.30.12]
PapayaMobile CEO Si Shen shares her take on the future of mobile games and discusses the company's new Games Academy, "a program for elite developers who want to create innovative and profitable mobile social games."
Business, Sponsored Feature, Social/Online, Smartphone/Tablet
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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
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Sponsored Feature: Programming Sins - Common Errors From Down In The Trenches
by Michael Carr, Anonymous, Noel Llopis
[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
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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
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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
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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
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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
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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
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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
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