It didn't stop them releasing Crash CS5, erm I mean Flash CS5. ;)
On 22 March 2011 08:16, Michael Iv <[email protected]> wrote: > Thanks for the info Darcey! I just wonder why they have released it at all > if that is the state of things.... > > On Tue, Mar 22, 2011 at 10:06 AM, Darcey Lloyd <[email protected]>wrote: > >> 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] >>> >>> >> > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected] > >
