Yeah. Currently Molehill doesn't support all of the functionality I was
expecting, so I'm transitioning my project over to native OpenGL. Flash just
isn't quite ready yet, and there's no standard way to even capture the mouse
cursor, or set the screen resolution.
-----Original Message-----
From: Arkadianen
Sent: Sunday, March 20, 2011 10:18 AM
To: Away3D.dev
Subject: [away3d] Re: Away3D 4.x - GPU Access
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]