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Companies from Facebook Inc. to Sony Corp. and Google Inc. have spent billions of dollars investing in virtual-reality technology.

Now they have to turn it into a business. To get consumers to buy their devices, Sony, Facebook’s Oculus VR, Valve Corp. and Razer USA Ltd. need games to play and videos to watch. At this week’s Game Developers Conference in San Francisco, they’ll be trying to convince software makers there’s a market to be had.


“The market for virtual reality is very hot right now, and a lot of highly visible developers, designers and investors are placing bets,” van Dreunen said. “However, in the absence of solid delivery dates from the leading companies in the space, it is clear that virtual reality is not yet ready for prime time.”

3D-Tech News Around The Web / (WebGL) Tesserace 3D Path Tracing Test
« Last post by JeGX on March 02, 2015, 01:29:44 PM »
Rays are fired from the camera out into the scene, bounce around according to physical models, and record when they hit a light source. Whenever anything changes, the scene has to be re-traced (it starts out noisy, but converges to the correct image).

3D-Tech News Around The Web / Google wants to rank websites based on facts not links
« Last post by JeGX on March 02, 2015, 01:14:52 PM »
Google's search engine currently uses the number of incoming links to a web page as a proxy for quality, determining where it appears in search results. So pages that many other sites link to are ranked higher. This system has brought us the search engine as we know it today, but the downside is that websites full of misinformation can rise up the rankings, if enough people link to them.

A Google research team is adapting that model to measure the trustworthiness of a page, rather than its reputation across the web. Instead of counting incoming links, the system – which is not yet live – counts the number of incorrect facts within a page.

English forum / Re: Could not connect to server (04)
« Last post by janixpl on February 28, 2015, 12:13:23 AM »
Thank you very much.
3D-Tech News Around The Web / The reasons why programmers don't blog
« Last post by JeGX on February 27, 2015, 12:44:31 PM »
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:
3D-Tech News Around The Web / Qt3D 2.0: The FrameGraph
« Last post by JeGX on February 27, 2015, 12:40:45 PM »
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.

3D-Tech News Around The Web / The state of Linux gaming in the SteamOS era
« Last post by JeGX on February 26, 2015, 03:39:39 PM »
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.

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

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


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