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Posts Tagged ‘fluid’


ComputeMark: DX11 DirectCompute Fluid Simulation Benchmark

10 comments - What do you think?  Posted by JeGX - 2010/04/11 at 20:20

Categories: Benchmarks, GPU Computing, GPU Tools, Microsoft DirectX   Tags: , , , , , , ,

ComputeMark - DX11 DirectCompute Benchmark


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Physics Madnesses with Blender

4 comments - What do you think?  Posted by JeGX - 2010/02/26 at 11:55

Categories: Blender   Tags: , , ,




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Dark Void: PhysX Off vs PhysX On Comparison

3 comments - What do you think?  Posted by JeGX - 2010/01/19 at 12:28

Categories: NVIDIA PhysX, Video Games   Tags: , , , , ,




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DirectCompute Fluid Simulation

6 comments - What do you think?  Posted by JeGX - 2009/12/29 at 10:36

Categories: Game Development, GPU Computing, Microsoft DirectX, Programming   Tags: , , , , ,




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PhysX Fluid Demo with NVIDIA Fermi: 128,000 Particles in Real Time

Be the first to comment - What do you think?  Posted by JeGX - 2009/10/03 at 20:25

Categories: GPU, NVIDIA PhysX   Tags: , , , , ,




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PhysX Tech Demo: Phluid Fysics

3 comments - What do you think?  Posted by JeGX - 2009/08/03 at 13:22

Categories: NVIDIA PhysX, tech demo   Tags: , , , ,

PhysX Fluid Demo


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Awesome: Real Time 3D Fluid and Particle Simulation and Rendering

1 comment - What do you think?  Posted by JeGX - 2009/03/23 at 16:41

Categories: GPU, NVIDIA CUDA, NVIDIA PhysX   Tags: , , , , , , ,




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Practical Fluid Dynamics: Part 2

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/23 at 18:38

Categories: Programming   Tags: , , , , ,

Following up his popular recent article, Neversoft co-founder Mick West explains the technical details – including source code – of creating dynamic fluid systems such as smoke for video games.

Read the part 2 HERE.


Practical Fluid Dynamics: Part 1

2 comments - What do you think?  Posted by JeGX - 2008/07/02 at 17:55

Categories: Programming   Tags: , , , , , ,

In this technical article originally printed in Game Developer magazine, Neversoft co-founder Mick West looks at how to efficiently implement fluid effects – from smoke to water and beyond – in video games, with example code.

Read the part 1 HERE.

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