Jump to content

  • Log In with Google      Sign In   
  • Create Account

codyrigney92

Member Since 29 Feb 2012
Offline Last Active Dec 17 2012 01:08 AM

Posts I've Made

In Topic: What graphics quality in real-time (~30 fps) we can get on 1 PFlops gpgpu wit...

17 December 2012 - 01:04 AM

I don't know why everyone is bringing this down.

First of all, the hardware you specify is theoretically possible, but as of today no manufacturer has done it.(For very good reasons).

Second of all, those videos you posted can be rendered in real time, but it all depends on the details. Resolution? Different effects such as Depth of Field, etc? Those videos were rendered through Ray Traced graphics and with some powerful at home hardware, you could render a pretty good looking scene at a decent FPS. Not as good looking as the videos you posted.

Some real time ray tracing:



The pixar scenes that one user was talking about are rendered in a high resolution, probably 4K. However they don't take several hours per frame otherwise it would take over 100 years. You can render a complex high res scene on a modern computer in ~30 secs or less.

Unless they can get rasterized graphics to simulate light as good as ray tracing, ray tracing will eventually be implemented inside GPUs in the future. They have GPUs with 3,000 cores. If each core could perform calculations for ray tracing, you would have real time. Current GPU hardware limitations don't make that part so easy.

In Topic: collision detection w/compenetration

22 May 2012 - 04:14 PM

Looks like the best thing to do here is to use bounding spheres. It is easy to calculate bounce with spheres. This should help
http://www.gamasutra.com/view/feature/3015/pool_hall_lessons_fast_accurate_.php

In Topic: Simple hitTest with directions

22 May 2012 - 04:11 PM

It looks to me like since left is your first one, that is why it is the only one working. If another one is true but left is also true, it will never get to the other ones. You will probably have to fix the logic

In Topic: C++ Winsock Connecting to an IP Address Problem

29 February 2012 - 10:16 AM

It will always work if you are local because your router doesn't mind distributing packets behind the private LAN. Anything outside the network will not want to work because the client will try to send a packet to the server, but the server is behind a NAT(Network address translation) and since the router didn't see the server send out a packet first, the router will just discard the client's packet and never connect. However if the server sends out a udp packet to try to connect, the router likes to switch ports so you don't know which port the packet will come out of. That's what packet forwarding is for on the router. So when the client sends a packet, it goes to a different port than expected and the router still discards it. There are solutions such as "hole punching". The easiest solution tho is to have a dedicated server outside of any NAT to handle the requests.

PARTNERS