This matter is very importnat, because collision detection takes lots
of CPU. Is GPU able to calculate it faster than CPU? Maybe we could
even write shaders for path finding or other games tasks like AI ?
Did anyone try it?
Having links?

On Mar 19, 11:11 am, Michael Iv <[email protected]> wrote:
> I am still learning the API but here are some things I can tell you :
> Yes you can send the data to the gpu to be calculated . For this you should 
> write a shader program which would get input of soma data and return the 
> calculated result . I think the best way to do that is via pb3d so you don't 
> have to mess around with opcodes. Also this thing was already done with the 
> regular pixel bender. There is an article in pb adobe web page about number 
> crunching using pb shaders. Just take a look at it .btw , the industry 
> standard physics engines like PhysX and Havok run on GPU :)
>
> Sent from my iPhone
>
> On Mar 19, 2011, at 1:34 AM, Darcey Lloyd <[email protected]> wrote:
>
>
>
> > I have just been wandering through some gpu collision detection articles 
> > and was wondering:
>
> > Q1). Is there any way to access the GPU for collision detection queries, 
> > freeing the CPU from testing? Or when we do a comparison between two 
> > vertices does molehill automatically get the GPU to do this? Is this 
> > possible via stage3D / Context3D?
>
> > Q2). How much access do we have to the GPU?
>
> > Q3). Would it be possible to have more access to GPU functionality via pbj 
> > objects (Pixelbender)?
>
> > D

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