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POSTED OCTOBER 2008
Optimizing Asset Processing
By Mick West
In this in-depth technical article, Neversoft co-founder Mick West discusses performance concerns when optimizing asset processing for games, including the basic nature of the common problems and in-depth solutions for keeping the pipeline efficient.
 
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POSTED OCTOBER 2008
Space Adventures, Haunted Houses, Intergalactic Gaming: Richard Garriott Lives Large
By Lee Purcell
Ultima creator Richard Garriott is currently part of a mission to the International Space Station -- and we talk to him about his training, the Tabula Rasa tie-in and inspirations for future titles.
 
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POSTED OCTOBER 2008
Sponsored Feature: Unlocking Processing Potential: Randi Rost On CPU-Based Graphics Architecture
By Chryste Sullivan
In this Intel-sponsored feature, Randi Rost, Intel's External Relations Manager, Graphics, talks at length of higher education and new graphics architectures.
 
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POSTED OCTOBER 2008
Procedural Spooling In Games
By Mick West
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
 
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POSTED SEPTEMBER 2008
Sponsored Feature: A Landmark in Image Processing: DMIP
By Lee Purcell
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.
 
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POSTED SEPTEMBER 2008
Sponsored Feature: Multi-Threading Goo!: A Programmer’s Diary
By Tommy Refenes
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Goo! developer Tommy Refenes of PillowFort matches wits with multi-threading in four gripping acts -- and emerges victorious.
 
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POSTED SEPTEMBER 2008
The Whimsy Of Domain-Specific Languages
By Mick West
Neversoft co-founder Mick West explores making your own mini-languages for games by creating Whimsy, a graphical DSL based on the abstract paintings of Parappa creator Rodney Alan Greenblat.
 
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POSTED AUGUST 2008
Sponsored Feature: Inking the Cube: Edge Detection with Direct3D 10
By Joshua Doss
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Intel senior graphics software engineer Joshua Doss delves practically into techniques for edge detection, crucial for many approaches to non-photorealistic rendering.
 
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POSTED AUGUST 2008
Sponsored Feature: Havok Talks Simulating Real-World Physics
By Lee Purcell
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, middleware firm Havok discusses its new products - from Havok Destruction to Havok Cloth - its acquisition by Intel, and plans for the future.
 
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POSTED AUGUST 2008
Random Scattering: Creating Realistic Landscapes
By Mick West
Neversoft co-founder Mick West continues his acclaimed Gamasutra technical analyses by showcasing a technique (including source code) for procedurally scattering trees across a game level.
 
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POSTED JULY 2008
Practical Fluid Dynamics: Part 2
By Mick West
Following up his popular recent article, Neversoft co-founder Mick West explains the technical details - including source code - of creating dynamic fluid systems such as smoke for video games.
 
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POSTED JULY 2008
Sponsored Feature: Looks Aren't Everything: Making Games Act Real
By Roger Chandler
In this Intel-sponsored thought piece, company veteran Roger Chandler looks at why trudging through the Uncanny Valley to create realistic interactions with virtual creatures may lead to upsides in AI, special effects, physics, and more.
 
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POSTED JULY 2008
Programming Responsiveness
By Mick West
If you can't control your actions in a game, might the game be to blame? In a technical article, Neversoft co-founder Mick West examines the problem of - and solutions for - response lag in game code.
 
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POSTED JUNE 2008
Practical Fluid Dynamics: Part 1
By Mick West
In this technical article originally printed in Game Developer magazine, Neversoft co-founder Mick West looks at how to efficiently implement fluid effects - from smoke to water and beyond - in video games, with example code
 
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POSTED JUNE 2008
Sponsored Feature: Microsoft Flight Simulator X SOARS to New Heights with Multi-Threading
By Lee Purcell
The seminal Flight Simulator franchise is embracing multithreading with the latest version, Microsoft Flight Simulator X, and in this sponsored feature for Intel's Visual Computing microsite, engineers explain the threading techniques that help enhance the sim's visuals.
 
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POSTED JUNE 2008
A More Accurate Volumetric Particle Rendering Method Using the Pixel Shader
By Mike Krazanowski
Many games, even on current "next-gen" hardware, render particles using camera facing quads - veteran coder Krazanowski (Tomb Raider: Anniversary) suggests a neat alternative solution using pixel shaders and a little bit of math.
 
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POSTED JUNE 2008
Sponsored Feature: Procedural Terrain Generation With Fractional Brownian Motion
By Jeffrey Freeman
The computer graphics industry has a long history of trying to model the limitless complexities of our real world terrain. In this article kicking off Intel's Visual Computing microsite, Freeman demonstrates several techniques (including the source code) for creating realistic terrain scenes on systems with integrated graphics solutions.