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Messages - JeGX

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One of the most interesting changes just starting to happen in PC architecture is that software can now do some computing using the graphics processor, in addition to the using the traditional CPU. This offers the potential for certain applications to run noticeably faster. Windows 7 may not be driving this change, but it is providing the platform that most of the vendors looking at GPU computing seem to be focusing on.


HELSINKI, FINLAND – OCTOBER 19, 2009 – Futuremark® Games Studio today
released a new trailer showing the first in-game footage from Shattered
Horizon™, their upcoming multiplayer first-person shooter for the PC.

In Shattered Horizon, a catastrophic explosion on the Moon has filled
near-Earth space with billions of tons of rocky debris. Survivors on
the Moon are forced into conflict with those trapped on the battered
International Space Station. Teams of players fight in zero gravity to
control the limited supplies that mean the difference between survival
and death in the cold of space.

With simple and intuitive controls, players have complete freedom of
movement making full use of the distinctive zero gravity environments
to control the battle. Shattered Horizon rewards players with gameplay
and tactics impossible in games constrained by gravity.

“Raid on Moondust” trailer
The first trailer for Shattered Horizon to show in-game footage, this
new video shows two players working together to take control of an
asteroid being mined in near-Earth space. Players use rocket packs to
fly freely through space and can land on any surface, surprising
opponents by attacking from unexpected angles.

“This new trailer shows Shattered Horizon’s realistic space setting and
the player’s complete freedom of movement,” said Antti Summala, lead
designer at Futuremark Games Studio. “FPS fans looking for a new
multiplayer challenge this holiday should check out Shattered Horizon
for an experience that is only possible in a game without gravity.”

New “Raid on Moondust” trailer featuring in-game footage (available in

New Screenshots
New #1
New #2
New #3
New #4

Key Art
Futuremark Games Studio has also revealed the key art image for
Shattered Horizon, an evocative scene of an armed astronaut floating
above the Earth with the arc of Moon debris in the background.

New Website
The official Shattered Horizon website has been redesigned to act as a
community hub for the game both before and after the game’s launch.

Game Rating
Futuremark Games Studio has announced that Shattered Horizon has
received a Teen rating from the ESRB. Ratings from other organizations
are not yet available.

Coming to Earth 2009
Shattered Horizon is the first self-published title from Futuremark
Games Studio and will be available via digital download this holiday.
Visit the official website for more game details.

General Discussion / Re: GeeXLab 0.1.10 available
« on: October 19, 2009, 10:54:12 AM »
This is very strange. How did you install Python 2.6.3? With the official Windows installer ?
The error message means python26.dll is not in the system path. Find python26.dll and place it in GeeXLab's folder. Maybe that'll fix your problem.

General Discussion / Re: GeeXLab 0.1.10 available
« on: October 15, 2009, 03:29:27 PM »
Did you try the latest version of GeeXLab ?

Let me know.


Hecatoncheires is reportedly the codename of ATI's next-gen DirectX 11 architecture that will be released by the end of 2010.

... and from what we hear this is a brand new architecture and not just improved version of R770, something that RV870 is.

3D-Tech News Around The Web / Top 10 technologies in graphics
« on: October 12, 2009, 06:32:15 AM »

Can you imagine a time when computers didn't have GPUs? Here are graphics technologies that helped take computing out of the lab and into the hands of consumers and professionals.

General Discussion / Re: commandline
« on: October 11, 2009, 05:22:26 PM »
yep try this:

GeeXLab.exe /file="demo.xml"

General Discussion / Re: 2D physix
« on: October 09, 2009, 04:21:11 PM »
Interesting question  ???
hummm let's see... if you set the Y coordinate of actor's velocity and actor's position to 0 maybe you should manage to stick your actors to the Y=0 plane.

take a GTS 250, it's not expensive and can run latest CUDA demos  ;D


Ubuntu 9.10 had its beta release last week and the final release is coming in just three weeks, but this late in the release cycle, it has been decided to pull in the final Mesa 7.6 version. Pulling in this newer code that provides OpenGL acceleration on Linux provides numerous bug-fixes along with support for a greater number of OpenGL extensions on different hardware and other improvements.

3D-Tech News Around The Web / Exploring the Mandelbrot Set with your GPU
« on: October 08, 2009, 10:02:07 AM »

The Mandelbrot set is a good candidate for GPU implementation: it's simple, uses vector math, and is embarrassingly parallel.  Doing so, however, generally adds a significant amount of complexity to a program.  The programmer is forced to twist all computations to fit within the graphics pipeline, and a significant amount of ceremony surrounds even the simplest operation. 

The GPGPU framework in Penumbra is designed to get hide away all these rough edges, with the goal of making it easier to use the GPU for these sorts of tasks than it would be to use plain Clojure.  It's not quite there yet, but in this particular example it proves to be extremely useful.

3D-Tech News Around The Web / The Black Art of Optimising
« on: October 08, 2009, 09:56:52 AM »

Optimising program code for maximum performance is often considered to be some sort of black art. Also, quite a number of programmers believe in micro-optimisations that rarely ever improve program execution time, but nearly always introduce subtle bugs or obfuscate the code, or both.

In the following we will have a look at optimisation possibilities that help cut down execution time considerably while still keeping the code clear and easily maintainable.

3D-Tech News Around The Web / ATI Cypress GPU and Architecture analysis
« on: October 08, 2009, 08:18:25 AM »

The guys at Beyond3D offer us a deep investigation into what makes Cypress a powerfull GPU.

Ah, the winds of change are once again upon us. A new DirectX iteration is about to enter the fray with Windows 7, and new, fully compliant hardware is there to bring its glory to screens everywhere. One such piece of hardware is ATI's new Cypress GPU.

We'll get into the details shortly, but it's a fully DX11-compliant beast that is the result of countless man hours and has made more than one engineer gain a few extra grey hairs.

3D-Tech News Around The Web / Python is Unix
« on: October 08, 2009, 07:34:11 AM »

Ryan Tomayko’s [I like Unicorn because it’s Unix] should be required reading for anyone doing anything involving networks or unixes these days. Like Ryan, I share a deep appreciation for the dark art of Unix system calls, and like Ryan I’m a bit dismayed to see them relegated to the dusty corners of our shiny dynamic languages.
Since I’m a Python hacker, though, and since I had a couple minutes, I thought it’d be an interesting exercise to port Ryan’s code to Python. So, with no further ado, here we go:

General Discussion / GeeXLab 0.1.10 available
« on: October 08, 2009, 07:27:22 AM »

General Discussion / Re: porting from demoniak3d
« on: October 07, 2009, 07:14:34 PM »
The new update of GeeXLab should solve some of your problems:

I added 3 new examples:

1 - sound phaser: for your sound effect "zaap". Just load once all audio files you need, depending on the type of sound, set the play and loop params. As soon you need to produce a sound, just call HYP_Sound.Play(). Look at the demo. If you press the SPACE key, you'll heard the phaser for around 1 second.

2 - Draw line: there are two demos that draw a line. The first demo draws a line using a primitive line as you did. That works and it's simple. But I recommend you to use the second technique: immediate mode. In this mode you talk directly with the renderer and then you have a full control over what's going on.

3 - Cloning model: there was a bug in mesh cloning code so cloning a model was impossible. Now it's ok. But if your models are simple (one sub mesh only), I recommend you to use mesh instancing to manage huge amount of instances. Just remove the sub mesh from the model hierarchy (see this code sample) and use mesh instancing techniques like in this code sample.
I added in GeeXLab 0.1.10 one useful function for instances management:
Code: [Select]
HYP_Mesh.SetInstanceRenderState(instanceIndex, state)


General Discussion / Re: porting from demoniak3d
« on: October 06, 2009, 03:41:29 PM »
Nice news Alex!
Don't hesitate to post some screenshots (or send me them).

For what do you use HYP_Object.Clone()? for Model? 

In GeeXLab, transparent surfaces have a material with an opacity < 1.0. That was not necessary in Demoniak3D.
So check this detail and let me know.

I will release this evening an update that includes a bugfix for mode bounding volumes. Maybe that will solve your problem.

General Discussion / Re: introducing crew
« on: October 05, 2009, 10:43:31 AM »
nice intro post SPRINGER  ;D


The demo that we were shown behind closed doors was of course an MSI Big Bang motherboard that was running Windows 7 and ATI Radeon HD 4890 and GeForce GTX 260 graphics cards at the same time with both cards being load balanced. Notice that the Lucid HYDRA 200 load balancing solution has no interconnects, bridges, external dongles or adapters that are needed. Both cards were running fine and we were able to change which card had the monitor output on it from the Windows 7 desktop, which was pretty slick. Lucid gave us a chance to try out PC Game titles F.E.A.R. 2: Project Origin and Bioshock to see what the future of scalable graphics looks like with the Hydra 200. We must admit that we were fairly impressed with what we saw as the technology appeared to be working without any issues on these two game titles...

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