So latest GPU cards supports even C++ But we cant use all of its possibilities in Flash, we can use only methods of ActionScript which use GPU. I think in future Flash will evolve to larger use of GPU
On Mar 20, 1:05 am, Michael Iv <[email protected]> wrote: > And here is more detailed info: > > http://www.nvidia.com/object/GPU_Computing.html > > > > > > On Sun, Mar 20, 2011 at 12:39 AM, Michael Iv <[email protected]> wrote: > > This is faster due to the fact the modern graphic(dedicated) cards have > > hundreds of GPUs executing in parallel .The only issue is the bus between > > CPU and GPU. the transition of the data to the card and from it is what > > usually prevents to get the best out of this approach.But still I believe if > > you architecture the CPU (client side) code the right way you will gain much > > from it.I did not try it.I am learning PB3D now because I am not going to > > suffer doing such a stuff with opcodes.As I wrote today earlier "number > > crunching "(term to what you want to do ) was already done in PB2d .There is > > an article on Adobe PixelBender page describing how to send computations to > > PixelBender and back.Read it,I think it will be helpful .:) > > > On Sun, Mar 20, 2011 at 12:28 AM, Arkadianen <[email protected]> wrote: > > >> 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 > > > -- > > Michael Ivanov ,Programmer > > Neurotech Solutions Ltd. > > Flex|Air |3D|Unity| > >www.neurotechresearch.com > >http://blog.alladvanced.net > > Tel:054-4962254 > > [email protected] > > [email protected] > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected]
