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]

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