« on: July 06, 2009, 03:47:38 PM »
Codemasters just gave word that the Games for Windows Live version of Colin McRae: Dirt 2 will support the forthcoming DirectX 11.
Read full story at PCGH.
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Notepad++ v5.4.4 fixed bugs (from v5.4.3) :
1. Upgrade Scintilla from 1.77 to 1.78.
2. Fix XML syntax highlighting bug while presence of the tag "<script/>" (Yes, finally).
3. Fix Find in files/Find in all open files bug in non western languages (ie. Russian, Chinese, Hebrew...).
4. Fix the find in files crash issue if find what field contains 0x0A or 0xD.
5. Fix Window7 SetWindowsHookEx() failed issue for the dockable windows. (by recognizing windows7 environment)
6. Fix no tool bar bug under w2k.
7. Fix Incremental search bug while clicking on text zone after some searches.
8. Fix Matlab script making Notepad++ crash under Chinese windows issue.
9. Make NpWiki++ link available as on line help.
10. Add lines count on status bar.
11. Fix "In selection" bug in Find Replace features.
12. Fix the clickable link issue for some links (add '~' in RegExp).
13. Fix the bug that Notepad++ does not show on while it is minimized and its file is modified from outside.
The demo features GPU accelerated volume raycasting of 3D computed tomography voxel datasets. Different rendering modes are supported: isosurface shading, opacity accumulation, maximal intensity projection, procedural materials, parametric texture mapping of freeform isosurfaces and many more.
ARMA II utilizes Bohemia Interactive’s Real Virtuality 3 game engine. According to Bohemia, RV3 is built on shader model 3, with support for parallax texture mapping, hemispherical lighting, and multi-core CPUs (according to the minimum system requirements, a dual-core CPU and shader model 3.0 GPU are required). The game takes place in a 225 square kilometer area based on real satellite imagery of Eastern Europe and features a realtime day/night cycle with dynamic wind and weather. The game’s physics engine also models real bullet ballistics, material penetration, and round deflection.
THE OLD COBBLERS that Nvidia is busily chipping away trying to adapt its Cuda technology to AMD's GPUs has emerged yet again, seemingly over some confusing comments made by the Green Goblin's chief scientist, Bill Dally.
-Fixed bug in loading flames with the hue parameter used which was introduced when I switched the palettes to floating point (v.0.63)
-Added support for png transparency
-Greatly improved saturation correction, most noticable in bright red and orange areas
-Set *.flam3 to the default file option, at least until *.flam4 is implemented
-More performance tweaks for multi-GPU
Release 1.1 of the CUDA Data-Parallel Primitives Library (CUDPP) is now available for download.
The two major new features in CUDPP 1.1 are a very fast new radix sort implementation with support for sorting key-value pairs (with float or unsigned integer keys); and a new pseudorandom number generator, cudppRand. CUDPP 1.1 also replaces its former custom license with the standard BSD license.
This greatly simplifies the CUDPP license details, and it also enables CUDPP to move into a public source repository such as Google Code in the near future. For more information, visit the CUDPP Website.
“Go Bonsai” is a prototype of highly realistic interactive tree growth software that I would like to eventually build a full game around. As far as I know this is the first and only 3D tree simulator available anywhere. Many features are planned for the future like ability to save and load trees, more tools, wiring, roots, pot selection, scenery, higher quality rendering, etc. Until then please enjoy what I have so far which is a pretty tight demonstration of the engine with one tree type and a simple interface.
* Simple and easy to learn interface
* Realistic 3D tree growth simulation
* Seasonal growth cycle
* Leafs and branches are effected by gravity and wind
* Complex lighting model with self shadowing that effects growth
* Growth pattern simulation of a Japanese Maple
* Snap Shot button to easily save images of your trees
* Game and data all packed into single exe file
Graphite is a high-performance outdoor rendering middleware suitable for rendering large terrain surfaces, water and vegetation layers. The library is designed to be quickly integrated into any engine or application using DirectX9 or DirectX10 rendering API for Window PC platform. The renderer is 100% compatible with Grome modeler application but can be modified to accept input from various data sources.
Nvidia has just announced that a bunch of fresh plug-ins delivering CUDA-based, Quadro-powered GPU acceleration to Adobe Creative Suite 4 (CS4), have now been made available.
Researchers at the Georgia Tech Research Institute (GTRI) and the Georgia Tech School of Electrical and Computer Engineering are working on a project funded by the Air Force and DARPA to modify the Vector, Signal and Image Processing Library (VSIPL) to run on GPUs.
This program was born as a parody of another *-Z utilities like CPU-Z or GPU-Z. It shows some basic information about OpenCL-enabled GPUs and CPUs.
What Is AI for Games?
At its most basic level, “artificial intelligence” consists of emulating the behavior of other players or the entities (that is, all the elements of the game that can act or be acted upon—from players to missiles to health pickups) they represent. The key concept is that the behavior is simulated. In other words, AI for games is more “artificial” and less “intelligence”. The system can be as simple as a rules-based system or as complex as a system designed to challenge a player as the commander of an opposing army.
While social media has been the “new shiny toy” for some time, attracting the headlines and the VC dollars as companies and individuals try to monetize this phenomenon, another, related subject may be about to thunder and lightning. Yes, I’m talking about the “Cloud”.
For this hardcore audience, my question is: “Can you game in real-time from the cloud?”
AMD has released a whitepaper that has been put together by AMD to showcase the importance of DirectX 11 and why it matters. They also gave us quick breakdown explaining that DX 11 is about efficiency.
* Improved Parallelism
* Improved Precision and Integer Processing
* Tight Integration between Compute Shaders and Rendering Pipeline
* Improved Ease of Programming and Better Memory Usage Efficiency