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102 Dec 04, 2013 at 09:53

CUDA is a GPGPU (General Programming GPU) languange, so expect no graphics related concepts in there. In CUDA you need to copy your image data into GPU buffers (uchar4, float4, it depends on your source data type). Then write a kernel that loads the data for the current thread for all the images, combine them, and write the output. Finally, read the data back from GPU to CPU.

To know what data to load you need to use the current thread and block indices: threadIdx & blockIdx and their sizes: gridDim (blocks in grid) & blockDim (threads in block).

Look at the examples here: http://docs.nvidia.com/cuda/cuda-c-programming-guide/

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101 Dec 04, 2013 at 00:24

New reviews:

“Clever and compelling, Tale Tapper: Paddy’s Quest is quite the unexpected treasure” - 4.5/5.0 - 148Apps http://www.148apps.com/reviews/tale-tapper-paddys-quest-review/

In response to clear unread messages
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154 Dec 03, 2013 at 03:27

Generally the proper thing to do is remove all commercial advertisements and have those people setup a proper advertising campaign with Devmaster, just as Dia says. The new site doesn’t really cater to those kind of posts anymore since everything funnels into the one and only list.

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124 Dec 03, 2013 at 01:12

I’m getting really sick of them to be honest, we seem to have lost a lot of development chat and gained a lot of “hey guys, we’ve just finished our brilliant %s and would like to tell you about %s”

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154 Dec 02, 2013 at 19:28

What I mean by the official advertising channel is through the banner ads on the site, not through regular posts. Those obviously go through some manual review process.

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111 Dec 02, 2013 at 19:10

Just noticed that there are unread posts.

If there would be an official ads channel, we’d definitely need someone to moderate that one here (and approve the posts) … as it would be filled by ton of garbage sooner or later (but I bet that it’d be sooner) - and I presume you’d want to keep only programming or game development related stuff in the channel.

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140 Dec 02, 2013 at 17:35

What about the people who are selling game art assets, like Arteria and so forth? Historically we’ve let them post their announcements / advertisements here, but it sounds like they would be excluded.

In response to clear unread messages
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154 Dec 02, 2013 at 09:11

There’s no way to do it currently.

I do notice an increase in posts that just advertise a commercial product or announce a game. In order to maintain quality of the site, we need to enforce some policy for which posts are allowed. What I’m thinking of:

1. For game announcements, the post must contain informative technical details about the development of the game or must be an open-source game.

Let me know if anyone has other thoughts on this.

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103 Dec 01, 2013 at 23:14

Hi, thanks for your comment :)

1. I’m using extensively lots of advanced rendering techniques: like ambient occlusion, motion blur, glow, volumetric lighting, soft shadows, realtime reflections, realtime lighting and shadowing, smaa anti aliasing, etc. and of course stereoscopic rendering ;) therefore it’s very GPU demanding.

2. If I’d be making a game out of it, then I’d probably add it.

My personal experiences - the idea is definitely exciting, however unfortunately I’m one of those people who suffer from motion sickness from it, so I can’t really use it for more than couple minutes haha. Since I’m an engine developer, and not a game developer, then I’ll just proceed to making other things in my engine (next one is making a Linux port), and I’ll leave playing with (and making games for) Oculus Rift to all of my clients, who are using my engine. I’m also interested to play around with Nvidia 3D Vision, but I don’t have a monitor yet that can support it, I’ll probably wait until those with G-Sync come out and get one.

I’ve made it so the barrel distortion and chromatic aberration are applied only when you connect HeadMountDisplay (through HDMI cable). When you connect just with USB cable, then only sensor gets activated, and stereo but without the barrel+chroma.

Thanks again for the comment :)

In response to THE singularity invention
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103 Dec 01, 2013 at 23:05

singularity is actually one of the most interesting things for me, I think it may happen, but not quickly

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154 Dec 01, 2013 at 22:09

Not bad, I only have a couple recommendations.

1. Are you forcing a 30 fps limit (with and without stereo)? I have an nVidia 670M, which I believe should run that demo a bit faster, but it seems capped.

2. I think the floor is to reflective. When I have the rift on, combined with the colour scheme it looks like the floor is transparent. It just doesn’t feel right, though it could just be me.

3. It would be nice to have full mouse view option. I like to sit back and relax while I explore. Head tracking is one of those cool things when you first get the VR, but I’m now only interested in the 3D projection.

Other than that, is there anything else you want to share about the Rift? Any personal experiences? Your thoughts on stereo vision and what you plan to do with it (aside from support it in your engine)?

– edit Forgot to mention a bug ;) When I plug the Rift in while the game is running, you switch to a stereo render, but no barrel distortion is applied. The IPD is also off as the two images do not converge.

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102 Dec 01, 2013 at 17:24

I recently got asked the question: “with all of the other game programming products out there , that you intend to compete with , why is yours a better choice? What is it about your paid product that would be to my advantage to switch to? Does this product do something unique that other don’t, etc.?”

My response: http://gamepascal.com/why-use-gamepascal/

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124 Dec 01, 2013 at 09:54

ahhh more blatant commercialism

In response to reply on They way things were
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111 Dec 01, 2013 at 03:17

This heavily depends on the scene - do you have some infor how simple the scene is? Is it Sponza? (Because doing 1920*1080 @ 60 for Sponza on 1/30th of chip that costs 300 GBP would be really revolutionary … otherwise you’re matching GPUs, which isn’t bad performance at all, but…)

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140 Nov 30, 2013 at 20:48

It’s an American thing - see Wikipedia.

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124 Nov 30, 2013 at 09:02

WTF is black friday ?

In response to reply on They way things were
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124 Nov 29, 2013 at 10:25

fortran was nice, I liked it. Cobol was a pain.

I remember having to write a page of code just to tell the compiler what to generate. You had to tell the compiler what machine it was running on.

  IDENTIFICATION DIVISION.
PROGRAM-ID.  SAMPLE1.

ENVIRONMENT DIVISION.
CONFIGURATION SECTION.

IDENTIFICATION DIVISION.
PROGRAM-ID.  SAMPLE4.
AUTHOR.  MARY DOE.

DATA DIVISION.
FILE SECTION.

ENVIRONMENT DIVISION.
CONFIGURATION SECTION.
SOURCE-COMPUTER.  IBM-AS400.

ENVIRONMENT DIVISION.
.
.
.
INPUT-OUTPUT SECTION.

SELECT FILE-A
ASSIGN TO DISK1.

FILE-CONTROL.
SELECT FILEA
ASSIGN TO PRINTER.

a.         Area A             e.         Area B
b.         Area A             f.          Area A
c.         Area B             g.         Area A
d.         Area A             h.         Area B


I worked on y2k stuff and it was a nightmare. It was common practice to patch the binaries rather than going through the whole (edit, compile, install) path. And there was never any docs. This was called “job security”. So you had to decompile the binary back to code fix it , then compile and test.

I’ve been nearly rich, I lost £40,000,000.00 overnight, just don’t know where I put it. Lost £3,000,000.00 when the CEO of a company gambled with a floatation and lost. Been made redundant five times when startups ran out of money. Interesting times.

I remember on the old Commodore pets you could type in a poke that destroyed the machine. Caused a short circuit and blew the motherboard. (AFAIR)

In response to reply on They way things were
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124 Nov 29, 2013 at 10:09

Not yet… sorry .

I’ll prod Chris and spur him on. He’s nearly as old as me and can be a little …. strange …

In response to They way things were
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154 Nov 29, 2013 at 06:17

Heh, gotos. Reminds me of libjpeg where you have to use a longjump to return flow control after handling a jpeg error. I was like (o­¿O)

I’m not old school enough to score brownie points with the old boys. Back in my day, playing with the BEEP command in QBasic was “teh kool”. If only I arrived to the scene a couple years earlier… I’d be a millionaire hyping y2k doomsday nonesense and building ungodly expensive banking systems on fortran and cobol. That money wagon is long gone though.

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101 Nov 29, 2013 at 03:52

Tale Tapper is now being featured by Apple in the new game list for Adventure and Family. We have a Black Friday sale (\$0.99) from tomorrow until Dec 1st, make sure to grab it during the sale if you haven’t yet!

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140 Nov 28, 2013 at 20:52

There’s such thing as “the best”. They’re both good engines, and if you’re just getting started, it doesn’t matter which one you use. Just pick one and start learning it.

BTW, PhysX is just a physics engine, not a full game engine.

In response to They way things were
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104 Nov 28, 2013 at 16:36

Can i be put in a preorder list or something ??

In response to reply on They way things were
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124 Nov 28, 2013 at 16:20

realtime raytracing is the base we use to see if the technology works

when we get the whole network design finished I’ll give you more details, but at the moment a single chip can resolve 1920*1080 rays at 60 hz with a simple scene. We are assuming 32 chips as a base machine for £300

In response to They way things were
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104 Nov 28, 2013 at 16:07

“A single chip has the bandwidth to generate a single 1080p frame at 60hz, and you can have any power of 2 chips in the array.” That alone isn’t sufficient , i can have a blank screen and running the main loop much higher than 60hz, how are you measuring stuff ? rays/intersections / secs , triangles/sec, GFlops ??? Can i raytrace in realtime with your pc ?

In response to reply on They way things were
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124 Nov 28, 2013 at 10:44

Can’t give away too many details, but think along the line of an array of fast processors with a self programming topography and ultra fast chip to chip communication.

Each chip will have it’s own cache. The memory access speed for this cache is stupidly fast.

A single chip has the bandwidth to generate a single 1080p frame at 60hz, and you can have any power of 2 chips in the array.

Chris is doing all the work on the hardware, I’ll ask him if he is ready to publish anything

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