Game Editing > General Content Creation
Technical WIP
carnage:
unfortunately the algorithm only simulated horizontal surfaces so no blood. I wrote it in HLSL and that's pretty close to C anyway. I have looked at CUDA and other GPGPU but they are not all-ways optimal for graphics stuff
silicone_milk:
Aw :( Rotate it 90 degrees then we can have some gore! :)
Haven't looked in to CUDA much only because it was highly restricting (only working on NVIDIA cards). OpenCL, however, was developed as a kind of "sister language" to OpenGL and they mesh quite well together.
Really, the main thing I like about it (and the reason why I keep pushing it on you) is that you only write a single set of almost-identical-to-c code and tell it which platform to target. The compiler creates the binaries for the platform(s) you want to use so you don't have to worry about writing multiple slightly different copies of the program.
Not to mention, it's cross-platform. Runs on OSX (Snow Leopard), Linux, and Windows. Can be compiled to execute on multiple CPUs, GPUs, and DSPs (Digital Signal Processors) or a combination of. There's also rumors that PhysX chips will be added to the list as well :)
For me, the major downside is the lack of recursion :(
carnage:
I do like the idea that CL is platform independent and can fall back to CPU. However in my case of writing really only graphics shaders CPU fall-back isn't an option anyway. I understand that CL remove a lot of the limits of HLSL or GLSL making it easier to do non graphics processing without having a limited number of memory reads etc.
But again if im writing a real time shader if I have reached these limits is probably already too expensive. I could potentialy see myself using it for trying to optimise some programs like the terrain generation tool etc, but that will probably come after the algorithm is locked down on CPU, then port it over to GPU. Kind of like your q3map3 project
silicone_milk:
Been about a year and a half since an update? Whoa.
Still getting stuff done slowly but surely. q3map3 is still in the works. Programming articles are being typed up for facebook, opencl, and random tidbits over at my guineacode site.
My current project I started today which I'm trying to have a working prototype of by this weekend is a Google Docs type of thing similar to the Word clone they have.
Except this will be designed around the concept of branching. It will reflect the thought process I find to be pretty common - going off on tangents when one idea suddenly inspires another.
The idea is to have a web-based text-editing app that lets you branch off in mid-paragraph by declaring an anchor and a new document (or 'thread') will branch off letting you elaborate on a new idea and treating it as an object you'll be able to move around, show/hide, clone, further branch, etc...
One of the main parts to facilitate this is an idea I had tonight where you can select a portion of text and make a reference to it. This is almost identical to copy-pasting to a new document. However, every section you paste the reference to will automatically update itself whenever the original text gets changed.
I intend for this to be multi-user like google docs so multiple people can edit at the same time which will make this branching thing all the better so people can non-destructively build and add on to an idea somebody else is writing on to.
kat:
That sounds like an interesting [project]. Web or client based? Where do you securely store users generated files and such and/or how are you allowing secure connections between users and/or into the app itself?
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