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Messages - JeGX

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61
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

62
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

63
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

64
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

65
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

66
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

67
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

68
3D-Tech News Around The Web / Normal generation in the pixel shader (GLSL)
« on: February 16, 2015, 01:39:47 PM »
Quote
As usual, whilst working on one aspect of Avoyd I hit a hurdle and decided to take a break by tweaking some visuals - specifically looking at the normals for my surfaces. I added a step to generate face normals in the pixel shader using the derivatives of world space position, and immediately noticed precision issues when close to the surface. I'll demonstrate the issue and my quick fix which uses eye relative position instead of world space, before explaining what's happening in full.

Link: http://www.enkisoftware.com/devlogpost-20150131-1-Normal_generation_in_the_pixel_shader.html

69
3D-Tech News Around The Web / Keep a CHANGELOG
« on: February 16, 2015, 11:35:17 AM »
Quote
A good change log sticks to these principles:

    It’s made for humans, not machines, so legibility is crucial.
    Easy to link to any section (hence Markdown over plain text).
    One sub-section per version.
    List releases in reverse-chronological order (newest on top).
    Write all dates in YYYY-MM-DD format. (Example: 2012-06-02 for June 2nd, 2012.) It’s international, sensible, and language-independent.
    Explicitly mention whether the project follows Semantic Versioning.
    Each version should:
        List its release date in the above format.
        Group changes to describe their impact on the project, as follows:
        Added for new features.
        Changed for changes in existing functionality.
        Deprecated for once-stable features removed in upcoming releases.
        Removed for deprecated features removed in this release.
        Fixed for any bug fixes.
        Security to invite users to upgrade in case of vulnerabilities.

Link: http://keepachangelog.com/

70
Some examples:

Quote
-Waddress-of-array-temporary  :      "pointer is initialized by a temporary array, which will be destroyed at the end of the full-expression"

-Warray-bounds : array index %0 is past the end of the array (which contains %1 element%s2)

-Wc++11-compat : explicit instantiation cannot be 'inline'

-Wc++98-c++11-compat : use of this statement in a constexpr %select{function|constructor}0 is incompatible with C++ standards before C++1y

-Wdocumentation : not a Doxygen trailing comment

-Wheader-hygiene : using namespace directive in global context in header


All warnings: http://fuckingclangwarnings.com

71
English forum / Re: Could not connect to server (04)
« on: February 12, 2015, 09:32:51 AM »
In recent versions of GLSL Hacker, I disabled the internal TCP/IP server used for remote live coding.

To enabled it, start GLSL Hacker in command line with /start_tcpip_server:

Code: [Select]
GLSLHacker /start_tcpip_server

73
3D-Tech News Around The Web / Matter.js: 2D Physics Engine for the web
« on: January 20, 2015, 01:24:27 PM »
Matter.js is a 2D rigid body physics engine for the web written in JavaScript.

Quote
-  Physical properties (mass, area, density etc.)
-   Rigid bodies of any convex polygon
-   Stable stacking and resting
-   Collisions (broad-phase, mid-phase and narrow-phase)
-   Restitution (elastic and inelastic collisions)
-   Conservation of momentum
-   Friction and resistance
-   Constraints
-   Gravity
-   Composite bodies
-   Sleeping and static bodies
-   Events
-   Rounded corners (chamfering)
-   Views (translate, zoom)
-   Collision queries (raycasting, region tests)
-   Time scaling (slow-mo, speed-up)
-   Canvas renderer (supports vectors and textures)
-   WebGL renderer (requires pixi.js)
-   MatterTools for creating, testing and debugging worlds
-   World state serialisation (requires resurrect.js)
-   Cross-browser (Chrome, Firefox, Safari, IE8+)
-   Mobile-compatible (touch, responsive)
-   An original JavaScript physics implementation (not a port)

Links:
- DEMO
- Homepage
- Source code @ GitHub
 

74
GpuTest / Re: How To Use FurMark Test?
« on: January 13, 2015, 10:45:18 PM »
FurMark is essentially a GPU burner. If you can run FurMark for 30min without any issue, then you system is ok (read there's no thermal problem with your GPU). The FurMark module of GpuTest is slightly different from the original FurMark (http://ozone3d.net/benchmarks/fur/).

Try to burn you GPU with the original FurMark and check the Preset:1080 score to see if your GPU runs properly.
A list of Preset:1080 scores can be found here:
http://www.geeks3d.com/20120413/furmark-opengl-benchmark-scores-comparative-charts/

Hope that helps.


75
Quote
C++11 is a major update to the popular C++ language standard. C++11 includes a long list of new features for simpler, more expressive C++ programming with fewer errors and higher performance. I think Bjarne Stroustrup, the creator of C++, put it best:

C++11 feels like a new language: The pieces just fit together better than they used to and I find a higher-level style of programming more natural than before and as efficient as ever.

CUDA 7 adds C++11 feature support to nvcc, the CUDA C++ compiler. This means that you can use C++11 features not only in your host code compiled with nvcc, but also in device code. In your device code, you can now use new C++ language features like auto, lambda, variadic templates, static_assert, rvalue references, range-based for loops, and more.


Complete story: http://devblogs.nvidia.com/parallelforall/cuda-7-release-candidate-feature-overview/

76
3D-Tech News Around The Web / Lua 5.3 released
« on: January 12, 2015, 07:57:17 PM »
Lua 5.3 main changes:

- integers (64-bit by default)
- official support for 32-bit numbers
- bitwise operators
- basic utf-8 support
- functions for packing and unpacking values

Links:
- Lua 5.3 download
- Lua 5.3 changelog

I'll try to update GLSL Hacker with this new version of Lua as soon as possible!

77
3D-Tech News Around The Web / ATLAS C++ coding guidelines (LHC / CERN)
« on: January 12, 2015, 05:17:42 PM »
Quote
This note gives a set of guidelines and recommendations for coding in C++ for the ATLAS experiment.

There are several reasons for maintaining and following a set of programming guidelines. First, by following some rules, one can avoid some common errors and pitfalls in C++ programming, and thus have more reliable code. But even more important: a computer program should not only tell the machine what to do, but it should also tell other people what you want the machine to do. (For much more elaboration on this idea, look up references on "literate programming," such as [1].) This is obviously important any time when you have many people working on a given piece of software, and such considerations would naturally lead to code that is easy to read and understand. Think of writing ATLAS code as another form of publication, and take the same care as you would writing up an analysis for colleagues.

Links:
- ATLAS C++ coding guidelines
- ATLAS  Experiment

78
Quote
Tungsten is a physically based renderer originally written for the yearly renderer competition at ETH. It simulates full light transport through arbitrary geometry based on unbiased integration of the rendering equation using path tracing.

Tungsten is written in C++11 and makes use of Intel's high-performance geometry intersection library embree. Tungsten takes full advantage of multicore systems and tries to offer good performance through frequent benchmarking and optimization. At least SSE3 support is required to run the renderer.

Links:
- Github: https://github.com/tunabrain/tungsten
- Article: http://noobody.org/tungsten.html

79
English forum / Re: Problem Launching GLSL Hacker
« on: December 26, 2014, 09:40:11 AM »
There is a bug with the PhysX 3 plugin that prevents GLSL Hacker from starting in some cases. Two solutions:

1 - try to install the latest PhysX runtimes:
     http://www.nvidia.com/object/physx-9.14.0702-driver.html

2 - if the PhysX runtimes do not fix the problem, just delete the PhysX plugin in the plugins folder:
     plugins/plugin_gxl3d_physx3_x64.dll

Let me know.
   

80
General Discussion / Re: Real core clock
« on: December 04, 2014, 09:10:07 PM »
Yes GPU Shark shows the real clock speed in the current Pstate section (in blue).

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