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January 21, 2018
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Secrets of Multiplatform Data Baking  
by Noel Llopis [05.06.09]
In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis continues his look at data baking by examining how different console and PC game platforms treat data in memory.
Programming, Visual Computing

Sponsored Feature: OMG, Multi-Threading is Easier Than Networking 11
by Array [04.29.09]
In his new Intel sponsored feature, part of the Visual Computing section of Gamasutra, former Insomniac and current Intel staffer Orion Granatir introduces threading by comparing it to networking in games.
Programming, Visual Computing

Custom Tools: Environment Artists and Game Editors 7
by Steve Theodore [04.22.09]
In this art-centric article, originally published in Game Developer magazine, Bungie's Steve Theodore discusses visualizing game environments, and why 'an upgrade to your tool chain is a great opportunity to upgrade the relationship between artists and designers'.
Programming, Art, Visual Computing

Sponsored Feature: Implementation of Fast Fourier Transform for Image Processing in DirectX 10 1
by Raghu Muthyalampalli [04.16.09]
In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Muthyalampalli examines how you can use the fast Fourier transform (FFT) for image processing.
Programming, Visual Computing

Delicious Data Baking  
by Noel Llopis [04.08.09]
In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis looks at data baking - that is to say, the steps that 'take raw data and transforms it into something that is ready to be consumed by the game'.
Programming, Visual Computing

Sponsored Feature: Optimizing Game Architectures with Intel Threading Building Blocks 1
by Brad Werth [03.30.09]
In this sponsored feature, Intel's Brad Werth explains the company's open-source Threading Building Blocks structure and its potential use within video games.
Programming, Visual Computing

Sponsored Feature: Designing the Framework of a Parallel Game Engine 4
by Jeff Andrews [02.25.09]
In this sponsored Gamasutra feature, part of the Visual Computing Microsite, Intel application engineer Jeff Andrews discusses how single-threaded game engines may increasingly be outclassed by multithreaded solutions that are more sophisticated, but also more complex to create and optimize.
Programming, Visual Computing

Sponsored Feature: Light It Up! Quake Wars Gets Ray Traced 4
by Daniel Pohl [02.13.09]
Ray tracing can offer amazing graphical renderings, but it is often seen as too computationally taxing for real-time use. In this sponsored article, part of the Intel Visual Computing microsite, David Pohl of Intel's ray tracing group discusses how his team brought their past successes with the technique to Splash Damage's multiplayer shooter Enemy Territory: Quake Wars.
Programming, Visual Computing

Creating All Humans: A Data-Driven AI Framework for Open Game Worlds  
by John Krajewski [02.04.09]
Populating an entire game world with characters that give an impression of life is a challenging task, and it's certainly no simpler in an open world. Senior AI programmer John Krajewski explains how he did it in Destroy All Humans 2.
Programming, Visual Computing

Sponsored Feature: Real-Time Parametric Shallow Wave Simulation 7
by John Van Drasek III [01.28.09]
Simulating convincing waves is mathematically complex and computationally taxing. In this sponsored article, part of the Intel Visual Computing microsite, John Van Drasek III, David Bookout and Adam Lake tackle the problem with DirectX 10.
Design, Programming, Visual Computing