FurMark, GPU stress test
FurMark 1.14.0
 
(Test) Particle Rendering: Point Sprites vs Geometry Shaders Sprites
TEST: Point Sprites vs
Geometry Shaders
GPU Caps Viewer
GPU Caps Viewer 1.21.0
 
GPU Shark
GPU Shark 0.9.0
 
Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)

Posts Tagged ‘gamedev’


DirectX 9 to DirectX 11, where did 10 go?

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/25 at 13:54

Categories: Microsoft DirectX, Programming   Tags: , , , , , , , , ,

Here is an analysis, by a game developer called Susheel, of the new things that DirectX 11 will bring.

Read the complete analysis HERE.

What is really interesting to see is the emergence of what Microsoft terms as the Compute Shader, no doubt a marketing speak for GPGPU which they claim will allow the GPU, with it’s awesome power to be used for more than just graphics, which smells like CUDA (Compute Unified Device Architecture) to me.

Issues like multi-threaded rendering/resource handling are things that were long time coming and yes, it’s a good thing we will finally see them in the newer version. It just makes my job as a game developer a whole lot easier. Most details on Shader Model 5.0 are pretty sketchy, so I won’t go into things like shader length and function recursion. However, I hope such issues are addressed satisfactorily in the newer shader model.

Microsoft is still fixated on releasing version 11 only for Vista, so don’t expect your XP machines to ever run DirectX 11 even if you buy brand new hardware.


OpenGL Bootcamp at the Big Nerd Ranch October 2008

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

Categories: OpenGL   Tags: , , , ,

Big Nerd Ranch announces the October 2008 session of OpenGL Bootcamp. This intensive 5-day training course will arm you with the knowledge to make your 2D and 3D visualizations fly! As problem sets explode in complexity, radical gains in performance have resulted from moving traditional graphics processing from the CPU to graphics hardware. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. By taking full advantage of hardware acceleration, shaders, blending, textures and video we’ll help you get the most out of your data. Learn how OpenGL works, what functionality it does and does not provide, various optimization methods for both static and dynamic data, and much more. The course will provide libraries and frameworks for abstracting the operating system and allowing the student to focus solely on learning OpenGL.

Read more HERE.


[via]


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.


DirectX 11 Details Emerge

Be the first to comment - What do you think?  Posted by JeGX - at 09:42

Categories: Microsoft DirectX, Programming   Tags: , , , , , , ,

Similar to DirectX 10, DirectX 11 will be available only on Windows Vista and future versions of Microsoft’s operating system. DirectX 11 will add new compute shader technology that Microsoft says will allow GPUs to be used “for more than just 3D graphics,” allowing developers to utilize video cards as parallel processors.

DirectX 11 will support tessellation, a feature which can potentially assist developers in making models appear smoother when seen up close. Multi-threaded resource handling is also incorporated, making it easier for games to utilize multi-core processors in a user’s machine.

-source-

Related links:
- DirectX 11 preliminary details emerges in Gamefest
- Microsoft: DirectX 11 To Use GPU For Parallel Processing


Catalyst 8.7: OpenGL Extensions – Radeon HD 3870

1 comment - What do you think?  Posted by JeGX - 2008/07/22 at 10:46

Categories: Catalyst, Graphics Cards, OpenGL   Tags: , , , , , , ,

[French]
Voici la liste des extensions OpenGL supportées par les pilotes Catalyst 8.7 pour la Radeon HD 3870 sous Windows Vista SP1 64-bit.
[/French]
[English]
Here is the list of OpenGL extensions supported by Catalyst 8.7 drivers for the Radeon HD 3870 under Windows Vista SP1 64-bit.
[/English]

[French]
Les Catalyst 8.7 apportent 3 nouvelles extensions:
- GL_ARB_color_buffer_float
- GL_ATI_shader_texture_lod
- WGL_ARB_pixel_format_float

Carte graphique utilisée: Radeon HD 3870
[/French]

[English]
Catalyst 8.7 bring 3 new extensions:
- GL_ARB_color_buffer_float
- GL_ATI_shader_texture_lod
- WGL_ARB_pixel_format_float

Graphics card used: Radeon HD 3870
[/English]

- Operating System: Windows Vista SP1 64-bit
- Drivers Version: 8.512.0.0 – Catalyst 08.7
- ATI Catalyst Version String: 08.7
- ATI Catalyst Release Version String: 8.512-080703a-066914C-ATI
- OpenGL Version: 2.1.7769 Release
- OpenGL Renderer: ATI Radeon HD 3870
- GLSL (OpenGL Shading Language) Version: 1.20

OpenGL Extensions: 105 extensions

[French]
Les extensions des anciens pilotes Catalyst se trouvent ICI.
Vous pouvez utiliser GPU Caps Viewer pour récupérer la liste des extensions de votre carte graphique.
[/French]
[English]
The extensions exposed by the old Catalyst drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.
[/English]

Read more…


NVIDIA Shader Library Updates

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/21 at 12:07

Categories: Microsoft DirectX, OpenGL, Programming   Tags: , , , , , ,

NVIDIA has updated the Shader Library that comes with FX Composer. Almost every effect file has been updated and rewritten, and new shaders added such as Post God Rays.

- NVIDIA Shader Library Homepage


Gamestudio v7.10 Released

1 comment - What do you think?  Posted by JeGX - at 10:21

Categories: Programming, Video Games   Tags: , ,

Gamestudio/A7, the easy all-in-the-box game development system, announces the release of version 7.10.

Gamestudio homepage: www.3dgamestudio.com

Gamestudio is not a game engine, not a game editor, and not a game programming language. It’s all of them together. It contains all necessary tools for creating commercial-quality 3D or 2D games or realtime graphics applications right out of the box. It comes with a state-of-the-art 3D and 2D game engine, a level editor, a model and terrain editor, the lite-C script language with compiler, editor, and debugger, as well as thousands of ready-to-use elements, such as models, level prefabs or textures.
-source-


NVIDIA ForceWare 177.66: GeForce GTX 280 OpenGL Extensions

1 comment - What do you think?  Posted by JeGX - 2008/07/16 at 09:50

Categories: Forceware, Graphics Cards, OpenGL   Tags: , , , , , , , ,

[French]
Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.66 WinXP 32 pour une GeForce GTX 280.

On peut constater une extension supplémentaire pour les GeForce GTX 200 par rapport aux GeForce 8: GL_NV_transform_feedback2.
[/French]

[English]
Here is the list of OpenGL extensions supported by Forceware 177.66 WinXP 32 drivers for a GeForce GTX 280.

We can see a new extension in supported by GeForce GTX 200 series in comparison to GeForce 8 series: GL_NV_transform_feedback2.
[/English]

[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: EVGA GeForce GTX 280 / 1Gb

- Drivers Version: Forceware 6.14.11.7766
- OpenGL Version: 2.1.2
- GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
- OpenGL Renderer: GeForce GTX 280/PCI/SSE2/3DNOW!
- Drivers Renderer: NVIDIA GeForce GTX 280

OpenGL Extensions: 162 extensions

[French]
Les extensions des anciens pilotes ForceWare se trouvent ICI.
[/French]
[English]
The extensions exposed by the old ForceWare drivers are HERE.
[/English]

Read more…


NVIDIA ForceWare 177.66: GeForce 8800 GTX OpenGL Extensions

Be the first to comment - What do you think?  Posted by JeGX - at 09:39

Categories: Forceware, OpenGL, Programming   Tags: , , , , , , , ,

[French]
Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.66 WinXP 32 pour une GeForce 8800 GTX.
[/French]

[English]
Here is the list of OpenGL extensions supported by Forceware 177.66 WinXP 32 drivers for a GeForce 8800 GTX.
[/English]

[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: NVIDIA GeForce 8800 GTX / 768Mb

- Drivers Version: Forceware 6.14.11.7766
- OpenGL Version: 2.1.2
- GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
- OpenGL Renderer: GeForce 8800 GTX/PCI/SSE2
- Drivers Renderer: NVIDIA GeForce 8800 GTX

OpenGL Extensions: 161 extensions

[French]
Les extensions des anciens pilotes ForceWare se trouvent ICI.
[/French]
[English]
The extensions exposed by the old ForceWare drivers are HERE.
[/English]

Read more…


Arauna Ray Tracer

Be the first to comment - What do you think?  Posted by JeGX - at 09:29

Categories: Programming   Tags: , , , , ,

Arauna is a real-time ray tracer developed for game development. Being a real-time ray tracer, it is experimental, and does not yet deliver the performance needed to produce graphics of the same quality as modern games do using a GPU. However, in its class, it is one of the fastest (probably the fastest) renderer. Two games have been developed already using Arauna, both by students of the IGAD program of the NHTV University of Applied Sciences (Breda, The Netherlands).

More information and download HERE.


Shader X2 Books Available in PDF

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/11 at 15:44

Categories: Books, Microsoft DirectX, Programming   Tags: , , , ,

The books ShaderX2 Tips and Tricks and ShaderX2 Introductions and Tutorials are available for free at gamedev.net. Both books are focused on DirectX 9 programming. Great news for all graphics geeks!

You can download them here:


Download ShaderX2 - Introductions and Tutorials Version 1.0.0


Download ShaderX2 Tips and Tricks Version 1.0.0


DirectX 11 to be discussed in just weeks!

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/10 at 10:38

Categories: Microsoft DirectX, Programming   Tags: , , , , , , ,

Microsoft will start talking about DirectX 11 in less than two weeks. his conference takes place on the 22 and 23 July in Seattle, Washington.

The big feature of DirectX 11 is tessellation / displacement while we also heard that multithreaded rendering and compute shaders are part of it. DirectX 11 also brings shader model 5.0 but we don’t know many details about it.

It looks like DirectX 11 will stick to rasterization as there is no any mentioning of Ray tracing support.

-source-


Blink 3D 2.0 Virtual Worlds Development Platform Released

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/03 at 15:43

Categories: 3D Engines, Programming, SDK   Tags: , , , , , , , ,


Read more…


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.


Vision Engine 7

1 comment - What do you think?  Posted by JeGX - at 09:16

Categories: 3D Engines, Programming, SDK   Tags: , , , ,


Read more…

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