Average article rating: 5.00
Desktop Programming
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Electron |
23 Jul 2021
Updated: 23 Jul 2021
Rating: 5.00/5
Votes: 3
Popularity: 2.39
Licence: CPOL
Views: 5,810
Bookmarked: 2
Downloaded: 0
This demo shows how, with relatively few lines of code, we were able to stand up a GUI application that cross-compiles trivially.
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DevCloud
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10 Nov 2020
Updated: 10 Nov 2020
Rating: 5.00/5
Votes: 3
Popularity: 2.39
Licence: CPOL
Views: 3,347
Bookmarked: 2
Downloaded: 0
A quick demonstration of writing an application using DPC++ and oneAPI and deploying to Intel DevCloud
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General Programming
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Optimization |
5 Jul 2021
Updated: 5 Jul 2021
Rating: 0.00/5
Votes: 0
Popularity: 0.00
Licence: CPOL
Views: 3,370
Bookmarked: 0
Downloaded: 0
In this article, we’ll introduce you to the usage and expected benefits of using Mali Offline Compiler as a key step in your game development workflow.
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High Performance Computing
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GPU |
14 Dec 2020
Updated: 14 Dec 2020
Rating: 5.00/5
Votes: 1
Popularity: 0.00
Licence: CPOL
Views: 3,611
Bookmarked: 2
Downloaded: 0
Texture encoders and decoders are often the most bandwidth intensive parts of a game and optimized encoding with Arm's ASTC encoder can provide a lot of benefit to runtime decoding.
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10 Nov 2020
Updated: 10 Nov 2020
Rating: 5.00/5
Votes: 1
Popularity: 0.00
Licence: CPOL
Views: 7,748
Bookmarked: 3
Downloaded: 0
A quick 5-minute introduction to porting a CUDA app to Data Parallel C++ (DPC++)
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Programming Languages
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C |
12 Feb 2021
Updated: 12 Feb 2021
Rating: 0.00/5
Votes: 0
Popularity: 0.00
Licence: CPOL
Views: 7,920
Bookmarked: 3
Downloaded: 0
In this article, we explore multiple ways to incorporate Neon Intrinsics in your application.
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C++ |
10 Nov 2020
Updated: 10 Nov 2020
Rating: 5.00/5
Votes: 4
Popularity: 3.01
Licence: CPOL
Views: 6,334
Bookmarked: 1
Downloaded: 0
Accelerate a C++ article with GPU support using Intel's oneAPI
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4 May 2021
Updated: 4 May 2021
Rating: 5.00/5
Votes: 2
Popularity: 1.51
Licence: CPOL
Views: 8,020
Bookmarked: 3
Downloaded: 0
In this article we look at transitioning from x86 to Arm or vice versa for non-portable x86 SSE code
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Technical Lead
WB Games
United States
Jeremy is a Principal Engineer at WB Games. He's worked throughout the game engine tech stack, touching everything from rendering and animation, to gameplay scripting and virtual machines, to netcode and server code. He's most passionate about the boundary between applied mathematics and computer science, and you'll often find him puzzling over one or the other in roughly equal parts. When he's not coding, Jeremy is probably spending time with his wife and dog, climbing, enjoying a chess game, or some combination of the above.