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We can make this file beautiful and searchable if this error is corrected: It looks like row 11 should actually have 2 columns, instead of 5 in line 10.
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test2.csv
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65 lines (51 loc) · 3 KB
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NAME,Intel
URL,http://www.intel.com/
RELATED,Demos
RELATED,Articles
NAME,Articles
description,All Articles will be connected to this node
NAME,Demos
description,All Demos will be connected to this node
NAME,Smoke
URL,http://software.intel.com/en-us/articles/smoke-game-technology-demo/
description,Smoke is a tech demo that showcases a framework to support n-way threading of game technologies. By properly threading a game it can have more accurate physics, smarter AI, more particles, and/or a faster frame-rate. Smoke demonstrates one way to achieve better games.
RELATED,Demos
NAME,Pet Me
URL,http://software.intel.com/en-us/videos/gdc-session-pamper-your-pets-with-cpu-power/
description,builds on the idea of a non-combat pet. This enhances the pet to use CPU intensive cloth-simulation and a higher end CPU customer (4 core) would be able to have this pet vs lower end (2 core) would not
RELATED,Demos
NAME,Ocean Fog
URL,http://software.intel.com/en-us/articles/ocean-fog-using-direct3d-10/
description,Demonstrates a method of generating fog using Perlin noise.
RELATED,Demos
NAME,Kaboom
URL,http://software.intel.com/en-us/articles/multi-threaded-fluid-simulation-for-games/
description,Demonstrates a real-time, CPU based approach to volumetric fluid simulation. The result is a stand-alone simulator that can be used within any existing framework.
RELATED,Demos
NAME,Grass
URL,http://software.intel.com/en-us/articles/rendering-grass-with-instancing-in-directx-10/
description,Due to its geometric complexity, rendering grass in realtime is hard. This sample shows how to render realistic looking grass using the instancing APIs in DirectX10.
RELATED,Demos
NAME,Destroy the Castle
URL,http://software.intel.com/en-us/blogs/2007/03/13/download-the-destroy-the-castle-demo-code-from-gdc/
description,This demo shows a highly interactive scene while showcasing methods for threading physics, AI, and particles. This is the binary and source of a demo we created to show how games can take advantage of multi-core processors. Its dead simple - you control a cannon facing down a terrifying, lethal... castle. Knock it down, put it back up and then knock it down again!
RELATED,Demos
NAME,An Overview of Procedural Fire
URL,http://software.intel.com/en-us/articles/an-overview-of-procedural-fire/
RELATED,Smoke
RELATED,Articles
NAME,Multi-Core Simulation of Soft-Body Characters using Cloth
URL,http://software.intel.com/en-us/articles/multi-core-simulation-of-soft-body-characters-using-cloth/
RELATED,Pet Me
RELATED,Articles
NAME,Designing the Framework of a Parallel Game Engine
URL,http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine/
RELATED,Smoke
RELATED,Articles
NAME,Rendering grass with Instancing in DirectX 10
URL,http://software.intel.com/en-us/articles/rendering-grass-with-instancing-in-directx-10/
RELATED,Grass
RELATED,Articles
NAME,Maximizing Performance with Fine-Grained Parallelism
URL,http://software.intel.com/en-us/articles/maximizing-performance-with-fine-grained-parallelism/
RELATED,Articles