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Messages - JeGX

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1
Quote
Here’s a short summary of the reasons:

-    Time
-    “What I do is not interesting to others”
-    Perfectionism
-    Coding is better than writing
-    I’m not doing anything innovative
-    “I don’t do side projects”
-    “I don’t know what to write about”
-    shame
-    “what I want to write about is too obvious”
-    writing is harder than coding
-    everyone knows that already
-    longer feedback loop, as compared to coding

Full story: http://blog.arkency.com/2015/02/the-reasons-why-programmers-dont-blog/

2
3D-Tech News Around The Web / Qt3D 2.0: The FrameGraph
« on: Today at 12:40:45 PM »
Quote
or quite some time now, you’ve been hearing about Qt3D’s Framegraph. Although a brief definition of what the Framegraph is was given in the previous articles, this blog post will cover it in more detail. After reading this post, you will understand the difference between the Scenegraph and the Framegraph and see their respective uses. The more adventurous amongst you, will be able to pick up a pre-release version of Qt3D and start experimenting to see what the Framegraph can do for you.

Link: http://www.kdab.com/qt3d-2-0-framegraph/

4
3D-Tech News Around The Web / The state of Linux gaming in the SteamOS era
« on: February 26, 2015, 03:39:39 PM »
Quote
Now, more than a year into the SteamOS era (measuring from that beta launch), the nascent Linux gaming community is cautiously optimistic about the promise of a viable PC gaming market that doesn't rely on a Microsoft OS. Despite technical and business problems that continue to get in the way, Valve has already transformed gaming on Linux from "practically nothing" to "definitely something" and could be on the verge of making it much more than that.

...

Though SteamOS' stabilizing influence has made Linux ports easier in many ways, there are still plenty of hurdles to getting games running smoothly on the platform. One of the big outstanding issues, even after years of concerted effort driven by Valve and hardware makers, is driver support.


Link: http://arstechnica.com/gaming/2015/02/the-state-of-linux-gaming-in-the-steamos-era/

5
English forum / Re: GPU buffers
« on: February 24, 2015, 08:27:28 PM »
And sorry for the GPU buffer ref guide, I forgot to update the main index:

http://www.geeks3d.com/glslhacker/reference/scripting_gpu_buffer.php

6
English forum / Re: GPU buffers
« on: February 24, 2015, 06:24:43 PM »
I coded a small test demo and it works fine. To read the GPU buffer in the CPU side (Lua) just bind the SSBO, read data and unbind it:

Code: [Select]
gh_gpu_buffer.bind(ssbo)

x, y, w, h = gh_gpu_buffer.sub_data_read_4f(ssbo, buffer_offset_bytes)

gh_gpu_buffer.unbind(ssbo)

No need to map the GPU buffer to read it.
Let me know.

7
English forum / Re: GPU buffers
« on: February 23, 2015, 08:38:21 PM »
ok I'll try to write a small code sample asap. Maybe there's a bug and I'll catch it at that moment!

8
GpuTest / Re: ISSUE with GPUTEST when running for 8 hour or more.
« on: February 20, 2015, 08:23:00 PM »
Thanks for this feedback. I did long long tests (more than 100 hours!) on Windows several months ago and it worked fine. But I never did long stress test on OSX. I'll try to do that test for the next release...

9
GpuTest / Re: GpuTest 0.7.0
« on: February 20, 2015, 08:17:38 PM »
@jorgk: I tested on a macbook pro +  Mavericks and the test with a fixed duration works fine (with the GeForce or the Intel GPU).

Maybe it's related to a recent update? What is your version of OSX?

I will release a new update of GpuTest shortly, maybe that will fix that mysterious bug.

10
English forum / Re: GPU buffers
« on: February 20, 2015, 07:19:31 PM »
I never tested that kind of code but a code snippet with sub_data_read_1ui could be:

Code: [Select]
gh_gpu_buffer.map(ssbo, "GL_READ_ONLY")
x = gh_gpu_buffer.sub_data_read_1ui(ssbo, offset)
gh_gpu_buffer.unmap(ssbo)

Let me know if you need more help.


11
3D-Tech News Around The Web / New features in Qt 5.5
« on: February 20, 2015, 05:20:45 PM »
Qt 5.5 will be shipped soon and here is a lit of the new features:

Quote

...

- Qt 3D
    - The Qt 3D module is now included as a technology preview.

- Qt Canvas 3D
    - Added Qt Canvas 3D module, a JavaScript 3D rendering API for Qt Quick.


- Qt Multimedia
    -  GStreamer 1.0 support. Note that the default is still 0.10. 1.0 support can be enabled by configuring Qt with ‘-gstreamer 1.0’.

...


Link: http://qt-project.org/wiki/New-Features-in-Qt-5.5

12
Quote
"The rate of Linux development is unmatched," the foundation said in an announcement accompanying the report. "In fact, Linux kernel 3.15 was the busiest development cycle in the kernel’s history. This rate of change continues to increase, as does the number of developers and companies involved in the process. The average number of changes accepted into the kernel per hour is 7.71, which translates to 185 changes every day and nearly 1,300 per week. The average days of development per release decreased from 70 days to 66 days."

...

Each Linux release includes more than 10,000 patches from more than 1,400 developers and more than 200 corporations. "Since the 2.6.11 release, the top ten developers have contributed 36,664 changes—8.2 percent of the total. The top thirty developers contributed just over 17 percent of the total," the report said.

Complete story: http://arstechnica.com/information-technology/2015/02/linux-has-2000-new-developers-and-gets-10000-patches-for-each-version/

13
3D-Tech News Around The Web / The Poor Man's Voxel Engine
« on: February 20, 2015, 03:16:59 PM »
Quote
Clearly, this article is mostly useless if you're interested in writing your own voxel engine. The final result is far from perfect. I just want to share the petty drama of my past four and a half years. I for one thoroughly enjoy reading about other people's struggles. Maybe that's weird.

Full story: http://et1337.com/2015/02/18/the-poor-mans-voxel-engine/

Game engine: https://github.com/et1337/Lemma

14
Quote
Under pressure from users angry with NVIDIA for disabling overclocking on mobile-GPUs in the GTX 900M series, with its most recent driver update, the company decided to restore overclocking with its next driver update scheduled for March. To those who want overclocking right now (to make certain games at certain settings playable again), NVIDIA suggests reverting to the older GeForce 344.75 drivers. With the most recent driver update, NVIDIA controversially disabled overclocking on its GeForce GTX 900M mobile GPUs, causing angry comments on its GeForce user forums.

Source: http://www.techpowerup.com/210041/nvidia-to-restore-overclocking-on-mobile-gpus.html

15
3D-Tech News Around The Web / Persistent Mapped Buffers in OpenGL 4.4
« on: February 17, 2015, 09:11:40 PM »
Quote
It appeared in ARB_buffer_storage and it become core in OpenGL 4.4. It allows you to map buffer once and keep the pointer forever. No need to unmap it and release the pointer to the driver... all the magic happens underneath.

Persistent Mapping is also included in modern OpenGL set of techniques called AZDO - Aproaching Zero Driver Overhead. As you can imagine, by mapping buffer only once we significantly reduce number of heavy OpenGL function calls and what's more important, fight synchronization problems.

Link: http://www.codeproject.com/Articles/872417/Persistent-Mapped-Buffers-in-OpenGL

16
3D-Tech News Around The Web / Re: Nim Programming Language Gaining Traction
« on: February 17, 2015, 04:04:39 PM »
Nim programming language homepage: http://nim-lang.org/

Nim tutorial (part 1): http://nim-lang.org/tut1.html

17
3D-Tech News Around The Web / A beginner's guide to GitHub
« on: February 16, 2015, 08:42:55 PM »
Quote
Let's be honest—if you're not hosting your source code on GitHub right now, your open source project pretty much doesn't exist. I have a lot of respect for solutions like Launchpad and BitBucket, but GitHub is still the place to go if you need a place to store and share your source code.

...

GitHub uses Git, which is a distributed revision control system designed and developed by Linus Torvalds for Linux kernel development back in 2005. Since then, it's become the most widely adopted version control system for software development there is.

Link: https://opensource.com/life/15/2/beginners-guide-github

18
The famous "Hello world" in 127 programming languages including ada, basic, boo, c, d, dart, erlang, groovy, latex, java, logo,  lua, processing, python,  rust, x86 (asm), zimbu.

Lua:
Code: [Select]
--[[
Hello, world!
]]
print 'Hello World!'

Zimbu:
Code: [Select]
FUNC Main() int
IO.print("Hello, World!")
RETURN 0
}


Rust:
Code: [Select]
fn main() {
println("hello, world");
}

Cobol:
Code: [Select]
IDENTIFICATION DIVISION.
PROGRAM-ID. HELLO-WORLD.
PROCEDURE DIVISION.
DISPLAY 'Hello, world'.
STOP RUN.

Ada:

procedure Hello is
Code: [Select]
begin
Put_Line ("Hello, world!");
end Hello;


Link: https://github.com/Prithvirajbilla/helloworld

19
3D-Tech News Around The Web / Revision 2015: 120Hz Demo Competition
« on: February 16, 2015, 03:03:51 PM »
Quote
We're excited to announce a brand new special event at Revision 2015 - the 120hz demo competition.

John Carmack, famous game programmer and CTO of Oculus wants to see what nifty demos or effects you can write for 120hz LightBoost displays and is sponsoring a special prize.

Since this is a special competition and no currently affordable projection systems exist to showcase those kinds of productions on the Revision bigscreen we'll have a special booth in the infodesk area where everybody can sit down and watch the demos which will run in a continuous loop.

link: http://2015.revision-party.net/compos/120hz_demo_competition

20
Quote
Right now, even with the astonishing power of current multi-core processors and graphics chipsets, the people we encounter in visually beautiful games like Far Cry 4, Assassin’s Creed: Unity and Tomb Raider lack something in their faces, some spark of humanity. The phenomenon has a well-known name, the Uncanny Valley, coined by robotics professor Masahiro Mori. His hypothesis, first put forward in 1970, was that as human reproductions get closer to authenticity, the tiny inaccuracies become increasingly disturbing. Video game characters look so real, but not real enough, and we recoil from them.

Video game worlds are similarly abstracted. The city of Los Santos in Grand Theft Auto V; the bustling Paris of Assassin’s Creed: Unity ... all the surface details are there, but these are just virtual film sets. Most of the doors are locked, and if you point GTA’s most powerful rocket launcher at any building, the explosive impact will do no damage at all. The computational cost of simulating collapsing masonry is huge.

Link: http://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering

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