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January 18, 2018
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Sponsored Feature: Do-it-yourself Game Task Scheduling 21
by Jerome Muffat-Meridol [02.24.10]
In this sponsored technical article, part of Intel's Visual Computing section, Jerome Muffat-Meridol takes a look at Nulstein, his creation for in-game code task scheduling on multi-core processors.
Programming, Visual Computing

Sponsored Feature: Updated Tools Spice Up New Ghostbusters Game 1
by Garret Romaine [01.14.10]
In this Intel-sponsored feature, part of the Visual Computing subsite, Ghostbusters game creators Terminal Reality discuss using Intel Graphics Performance Analyzers to optimize the rendering and effects for the PC version of the game
Programming, Visual Computing

Sponsored Feature: Restless Entities Never Sleep -- The Back End of Warhammer Online: Age of Reckoning 8
by Lee Purcell [12.30.09]
In this Intel-sponsored feature, part of the Visual Computing section, the technical experts behind Mythic and EA's Warhammer Online discuss the mechanics of keeping the MMO running across multiple servers and data centers.
Programming, Visual Computing, Social/Online

Sponsored Feature: Former Game Creator Taps Unreal Engine 3 For World of Chadam  
by John Gaudiosi [12.16.09]
In this sponsored feature, part of Intel's Visual Computing site, former Monolith head Jace Hall discusses Chadam, a new Unreal Engine-powered animated series using the engine for surreal, intriguing -- and initially non-interactive -- means.
Design, Programming, Visual Computing

Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency  
by Michael Abrash [11.13.09]
In a detailed Intel-sponsored technical article, part of its Visual Computing section on Gamasutra, veteran game programmer and architect Mike Abrash (Quake) goes in-depth on how Intel's upcoming Larrabee architecture pipeline deals intelligently with rasterization.
Programming, Visual Computing

Sponsored Feature: Fluid Simulation for Video Games (Part 2) 2
by Michael Gourlay [10.28.09]
This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, continues a multi-part series that explains fluid dynamics and its simulation techniques.
Visual Computing

Sponsored Feature: Who Moved the Goal Posts? The Rapidly Changing World of CPUs 2
by Ryan Shrout & Leigh Davies [10.19.09]
In this Sponsored Feature, part of Intel's Visual Computing microsite, Shrout and Davies examine the 'shift in processor architecture and design over the last few years' that has changed once simple rules regarding CPUs and computer chips in general into a 'much more complicated scenario'.
Visual Computing

Sponsored Feature: Fluid Simulation for Video Games (Part 1) 5
by Michael Gourlay [10.15.09]
This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, begins a multi-part series that explains fluid dynamics and its simulation techniques.
Programming, Visual Computing

Sponsored Feature: Resident Evil 5 Takes Full Advantage of Intel Core i7 Processors  
by Garret Romaine [09.28.09]
In this sponsored feature, part of the Gamasutra Visual Computing microsite, Intel examines the debut of Resident Evil 5 for PC and how it's been adapted to work on the multithreaded Intel Core i7 processor.
Programming, Visual Computing

Sponsored Feature: Scaling Ambient Animations for Improved Game Experience 7
by Mike Yi & Orion Granatir [09.17.09]
In this Intel-sponsored feature, part of the Visual Computing microsite, an Intel duo introduce Horsepower, a demonstration of enhanced, multi-CPU specific ambient animation -- with full, redistributible source code included.
Programming, Visual Computing, Sponsored Feature