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GP2X

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evolutional

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My new GP2X is on it's way :)

I bought it over christmas after wanting one for a while - let's hope that it's a nice piece of kit, eh?

First thing for me to do is move away from 'manually' creating sprites and graphics in OpenGL and writing an SDL port. This should allow me to port my 2d efforts to the GP2X - which is quite an exciting prospect ;)

I also got Dave Astle & Co's new book, "More OpenGL Game Programming". It seems ok so far, like a cross between Game Programming Gems and a collection of GDNet-like articles. It's a shame it didn't come with a CD of the sample code as I don't have frequent access to the net at present. There's some very clever stuff there - one article in particular is the use of the GPU to both update and draw particle systems. I might give that a try at some point...
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Quote:
let's hope that it's a nice piece of kit

Looks it from the pictures [smile]

Would be pretty cool to get your scripting language/environment up and running on something like that.

Quote:
it didn't come with a CD of the sample code
wow... I thought all technical books came with CD's these days [oh]

Quote:
one article in particular is the use of the GPU to both update and draw particle systems
Like Direct3D10's entirely GPU based particle system?

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Quote:
wow... I thought all technical books came with CD's these days


There seems to be a trend where the numbers of which are decreasing, at least from the last few books I bought. It annoys me a little, as the assumption that all people have web access isn't always correct.


Quote:
Like Direct3D10's entirely GPU based particle system?


I'm not sure how D3D10 does it, but this method uses a texture to store position and velocity data and then a fragment shader updates it all, passing it off to a vertex shader to be rendered. The only time you need to go from system memory to gfx card memory is when you update the 'texture' with new data (if you're scripting it, for example). Facking clever if you ask me.

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