I just checked the adobe forums, appears it's not working. XP don't run it
at all and another complaining it doesn't run on a mac. I think we might
have to wait a while for this.

D



On 22 March 2011 08:04, Michael Iv <[email protected]> wrote:

> Yeah Darcey ,that is what I think too.But the problem is that the util
> console doesn't open.I mean it opens ,write some error and shuts down
> immediately .
>
>
> On Tue, Mar 22, 2011 at 10:01 AM, Darcey Lloyd <[email protected]>wrote:
>
>> Looks like you compile with "pb3dutil.exe" I've not tried compiling
>> anything with it yet though.
>>
>> Params from dos:
>> pb3dutil [input vertex lernel file name] [output file name] [input
>> material kernel file name] [material vertex output file name]
>>
>> I'm guessing write your stuff up in an editor of your choice and compile
>> via dos. Possible suggestion when molehill and pb3d is released Away 4.x can
>> have a selection of pb3d extensions which we can include when needed. or
>> something along those lines.
>>
>> D
>>
>>
>>
>> On 22 March 2011 07:13, Michael Iv <[email protected]> wrote:
>>
>>> In fact ,if you guys are familiar with the new OpenGL 3x (non fixed )
>>> pipeline which is solely based on shader programming ,you will find it very
>>> much similar to how Molehill works.Of course you are right saying that the
>>> Molehill doesn't have all the OpenGL functionality (it hardly has a fracture
>>> of it).But because you have got the ability to manipulate buffers data and
>>> draw the stuff based on frag/vertex programs it means you can do pretty
>>> everything you can dream of.The only real impediment is all those nasty
>>> opcodes(unlike GLSL ) .But I personally believe that PixelBender3D will come
>>> to rescue in this case.
>>>
>>> BTW anybody succeeded to compile anything with the beta release of PB3D?
>>> I downloaded the pack.There is a command line exe in there with several DLLs
>>> and no proper docs what to do with it except of compile commands.Are we
>>> supposed to write the program in PB2.5 IDE and then compile with the command
>>> line Utility?
>>>
>>>
>>> On Tue, Mar 22, 2011 at 1:21 AM, Brian Bosak <
>>> [email protected]> wrote:
>>>
>>>> Or you could write a virtual OpenGL wrapper for Molehill. Wouldn't be
>>>> too difficult actually.
>>>>
>>>> -----Original Message----- From: Arkadianen
>>>> Sent: Monday, March 21, 2011 6:05 PM
>>>>
>>>> To: Away3D.dev
>>>> Subject: [away3d] Re: Away3D 4.x - GPU Access
>>>>
>>>> Flash doesnt have the purpose to transit OpenGL functions. But if you
>>>> need some specific functions you can discuss them with Adobe team.
>>>> YOu can create a separated topic and in future releases they will be
>>>> implemented.
>>>>
>>>> On Mar 20, 5:47 pm, "Brian Bosak" <[email protected]> wrote:
>>>>
>>>>> 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]
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> 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.com
> http://blog.alladvanced.net
> Tel:054-4962254
> [email protected]
> [email protected]
>
>

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