Hey Tristam,

On Jan 25, 11:43 pm, Tristam MacDonald <[email protected]> wrote:
> On Mon, Jan 25, 2010 at 6:39 PM, Florian Bösch <[email protected]> wrote:
>
> >  As I see it, the "perfect" opengl 3 application from the point of view
> > of khronos is one that generates all its drawing data once, and then
> > never updates or changes anything, also, you shall do it in the most
> > inflexible fashion humanly imaginable (since you already "agreed" that
> > you're doing their idea of a perfect application, right?).
>
> No, no, no. This is definitely the mindset of a lot of programmers stuck in
> the 'proto-shader age', but it couldn't be farther from the truth.
>
> The new graphics programming model is implement your dynamism on the GPU
> (thus the move towards OpenCL / DX Compute). With the right techniques, you
> can do this today on GL 3 (and even GL 2) implementations.
>
> Look around at the fantastic work being done in GPU particle systems, fluid
> dynamics on the GPU, isosurface extraction (i.e. marching cubes) on the GPU,
> etc.
>
> --
> Tristam MacDonaldhttp://swiftcoder.wordpress.com/


Thanks very much for responding to all these demands, it's been
illuminating for me to see you guys duke it out.

Out of interest, I'm curious about the sort of dynamism you describe.
I worry that it's hard for an application to get hold of the results
of dynamic calculations done in this way. For example, can I tell
whether two entities moved by the GPU have collided? I worry that the
GPU-calculated dynamism lends itself well to more detailed superficial
graphics, but doesn't work very well for anything that's actually
significant in terms of application behaviour or gameplay.

Are my concerns well-founded, or am I overlooking decent strategies
for dealing with this?

Many thanks and best regards,

  Jonathan

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