In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Lightspeed Publishing's Lee Purcell lays out deferred mode image processing, which speeds up complex
image-processing tasks with up to 3X performance increases.
The premier issue of this new magazine from Intel ignites the
senses. From technology advances to future innovations,
from new uses for a serious game engine to what inspires an inventive
digital artist, from the multi-threading challenges faced by a real-world game
developer to the visual effects that brought Attila the Hun to life,
Intel® Visual Adrenaline tracks an electic course through a
smorgasbord of visual computing topics!
With a fresh cast of characters and an elaborately modeled world,
Ascaron Sacred* 2, Fallen Angel is crafted with mobility in mind. The
new release takes advantage of wireless connectivity and
ad-hoc networks to attract curious newcomers to the MMO
role-playing game realm.
Intel/Gamasutra's Exclusive Visual Computing Blog - October 6, 2008
In an interesting historically-tinted blog post, Nick Porcino looks at various methods of contouring in graphics rendering, starting off with the marching cubes algorithm first introduced during... [Full article]
Intel/Gamasutra's Exclusive Visual Computing Blog - October 2, 2008
In this video session, Intel graphics and game technologist Ron Fosner introduces the principles of designing game engines that scale to an arbitrary number of cores.
There are two main... [Full article -
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Intel Software Network Graphics Blog - September 16, 2008
Epic Games, and Intel have teamed up on the “$1 Million Intel Make Something Unreal Contest” to follow up the 2004 “$1 Million Make Something Unreal” mod-making contest with... [Full article]