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]
>
>

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