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jouley

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  1. Usually, the drivers can tell what's a game or application that is supposed to use the discrete GPU based on the profiles/filenames available at the time the driver was delivered. The drivers weren't released with details of applications you develop, though, so you'll probably need to add your executable to the whitelist. There's a video that walks through the process [url="http://www.frequency.com/video/how-to-whitelist-game-with-nvidias/24814032"]here[/url]. Note: I haven't tried this process for an app under development, so I'm not sure what happens when the file is being constantly deleted/recreated, but it [i]could[/i] handle it well!
  2. OpenGL

    [quote name='lucaswrk' timestamp='1344194233' post='4966437'] glClearColor(rand()%256, rand()%256, rand()%256, 1.0); [/quote] Your alpha value is 1.0. You probably meant 255 [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. Edit: It's also possible that glClearColor expects floats clamped to 1.0, in which case it's highly likely you're always getting white since [tt]rand()%256[/tt] will usually be nonzero. Try dividing the results of that calculation by 255.0f to find out. (Or check the documentation... either way, don't mix clamped floats and integer formats.)
  3. [quote name='Geometrian' timestamp='1343962055' post='4965728'] jefferytitan, on 02 August 2012 - 09:22 PM, said: I heard reference to applying something backwards. Something about applying it forward makes the system gain energy and blow up. Is that what you mean about advecting backwards? Yes. Advect all quantities by looking back in time. It makes the simulation more stable. It's discussed in the articles. [/quote] There are a couple things that you could have heard. When integrating to solve an ODE, "backwards Euler's" method is common as being the first step towards a more stable system than just using the regular Euler's method -- simple harmonic systems can blow up when using forwards Euler, but backwards is stable. This is loosely related to backwards advection, but not quite the same. Let me add a bit to what Geometrian said: You're simulating on a grid of values. These values are moving around as time goes on. Imagine a "smoke particle" at position (x,y). At the next time step, it might be moved to position (x+1,y+1). However, it might also wind up at position (x+.9, y+.8). If that's the case, you'll have to spread the particle out to cover neighboring cells since it isn't right on the center of one. Bad news, your particle has just expanded! Backwards advection works like this. Instead of watching where a quantity at position (x, y) goes, you look to see what winds up every position. So, you look backwards in time from position (x+1,y+1) and see that it mostly comes from, say, (x,y). However, you'll probably wind up interpolating the values from several cells, depending on where the backwards advection points (like forwards advection, it's not likely to point right at the center of a grid cell). Then, you have the value at [i]exactly[/i] (x+1,y+1), rather than values spread out all over the place. Like Geometrian said, this is all explained in the articles, but hopefully I've shown you that it's nothing to be scared of - keep diving in!
  4. [quote name='jefferytitan' timestamp='1343967106' post='4965740'] Okay, that more or less makes sense to me. The GPU Gems article made sense to me until they brought in the mystery vector calculus operator which means 3 different things. The code snippets seem more practical, although I haven't reviewed the snippets to see what's missing (if anything). [/quote] I assume you're talking about the del operator? It only has one meaning, though it has (more than!) three important applications, depending on the operation used. There's a quick vector calc refresher on a site associated with that last link I sent, slides linked to at the top: [url="http://www.cs.unc.edu/~jpool/COMP768/presentation/presentation.html"]http://www.cs.unc.edu/~jpool/COMP768/presentation/presentation.html[/url] . These slides may also give you a different perspective on things; I'd go through them all, though the calc stuff is near the beginning. [quote] Given that the approach is intended to be calculated massively in parallel, would it be practical to perform half of the work on CPU and half on GPU, for example calculating alternating cells? The reason that I ask is I would like it to somewhat work even if their graphics card has limitations that preclude it being used for the simulation, e.g. harsh instruction limits. Also do you have any idea how one would get simulation results from the GPU back to the CPU, as fire/smoke should affect gameplay as well as graphics. [/quote] If the GPU has limitations that keep it from being used, then it won't do much good on just half the simulation! That is, you'll need an independent CPU solution in that case. However, any recent graphics card should be able to handle it; the capabilities you need aren't all that intense. That first GPU Gems article is 8 years old, after all! The performance of a CPU solution won't be nearly the as good, but once you have the GPU solution up and running, adding a fallback path shouldn't be that hard. Are you planning on a 2D or 3D simulation? To get the results back to the CPU, you just need to read the contents of the framebuffer holding the results you want. In OpenGL, glReadPixels is a fine place to start. I don't know the DirectX equivalent, sorry! Things may be very different in that land.
  5. I can't point you to handy ready-to-compile code, but there was a discussion about this back in February: [url="http://www.gamedev.net/topic/620575-fluid-simulation/"]http://www.gamedev.n...uid-simulation/[/url] The links I point to a bit down the conversation have some code snippets that are easy to understand, and also a walkthrough of the theory of fluid simulation that is the clearest I've seen. Since then, I've found this, which may be of use: [url="http://www.cs.unc.edu/~jpool/COMP768/project/final.html"]http://www.cs.unc.ed...ject/final.html[/url] Edit: Also, if you'll post the papers you've found which are too math-heavy, we'll know what to avoid suggesting ;)
  6. [quote name='pekhe' timestamp='1329716817' post='4914736'] So, there's a book and then there's a PDF called 'fluids_notes.pdf'. Is the PDF sufficient enough or do you recommend that I get the book? Did you learn the stuff from the book or the PDF? [/quote] I found the PDF sufficient for my purposes. I haven't looked at the book, so I can't say how much useful material it adds. Best of luck!
  7. If you don't understand how fluids work in general, trying to make sense of source code is going to be a nightmare. To that end, I'd suggest a little light reading that I found useful when I was starting down the fluid-sim path: [url="http://www.cs.ubc.ca/~rbridson/fluidsimulation/"]http://www.cs.ubc.ca/~rbridson/fluidsimulation/[/url] - These are a nice introduction to fluids and how to simulate them. Very clearly written and easy to read! [url="http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf"]http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf[/url] - Jos Stam's paper on video game smoke. Lots of code in the paper, but you'll have to move it over to some execution environment before it'll run. http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/smoke.pdf - Jos Stam, Ronald Fedkiw, and Henrik Wann Jensen's classic paper. After reading these three a time or few, you should be able to teach somebody waiting in the checkout line with you more than they ever wanted to know about fluids. At that point, you should be much more able to look at the code and make sense of it. If you've got a handle on all that already, then I apologize! However, I still suggest that you read these: they do a very good job of putting code with theory. Once you've done that, you can get into fancier techniques. That's where the fun is, so stick with it! - jouley
  8. Well, there went my lunch break. Thanks a lot. [img]http://public.gamedev.net/public/style_emoticons/default/tongue.gif[/img] I really enjoyed it, more than I thought I would. Strong points: - The music: it's often neglected, so the fact that it was present is a big plus. Moreover, I didn't find it too annoying. - It was easy to play, with simple controls. - I liked being able to enter the "shop" at any time, not just after waves are over. That makes it easier to experiment with augmenting different things. Some very minor issues: - When the background starts over, it can be distracting. Can you generate one dynamically, instead? I've never used this platform, so I honestly don't know. - It wasn't immediately apparent how to pick up extra health. Shooting them didn't seem to work - is that I have to put the crosshairs directly over the health? Possible additions for v2.0: - (Much) faster ships - Different projectile types -- heat-seeking? Acceleration via rocket thrusters? - Minimum storyline - Statistics (shots hit, shots wasted, etc.) and high score boards (may be out of the scope of the technology; again, dunno) - Variable points per enemy - blasting them right as they appear is mega points, middle of the screen is standard, but points ramp back up the closer they get to your ship. Or something. Lastly, Level 8 has been going on for some time now with no enemies. Did I finish it? If so, I want a "Congratulations, you saved the universe!" and fireworks. Or at least some acknowledgment of my effort. At the [i]very [/i]least would be a "game over" screen. All in all, very nice work! Completing a first game is a big step, so congrats! Let us know what's next for you. - jouley
  9. [quote name='freeworld' timestamp='1303411800' post='4801328'] thanks for the feedback... I'll admit the graphics weren't my main concern I just wanted to get the demo together asap so I could have something to show off, while I worked on the actual finale product. I originally had the particles for the background rocks spawn behind the mountain, but it looked weird and I thought it looks better this way, but I get your point. Plus this isn't optimized at all, so I had to hack a few things to get a decent enough frame rate that fraps wouldn't generate choppy video. [/quote] As I said, those were small things to think about. I wouldn't spend more than an hour on them for now - if they can't be addressed in that time, leave them for (maybe) later. As it is, just be proud that you've completed this much! It's definitely worth showing off as is, but I like your vision for the game as a whole. Keep it up!
  10. I like the concept! Just some small things to think about: - The rocks blend in with the particle effects - maybe make one or the other a different color so that the player can see danger more clearly? Unless that effect is intentional, in which case - well done! Maybe you could impart some "fog" to the rocks shooting up, to show they're in the background. That would make the falling rocks distinct. - Randomizing the falling speed of the rocks may make things more interesting. - This one's super-minor: Can you move the particle system source behind the volcano to start? Right now, it looks like they're spawning out of the side of the volcano, rather than inside of it. Other than that, looks good without having played it! The style's easy on the eyes.
  11. File - Save [filename] As... Really, though, having a proper version control system is pretty handy. Perforce is one, but there are many, many others. Git is a favorite of mine.
  12. That's (at least) three of us - somebody pick a spot! Wednesday or Thursday works for me, both nights I'll be staying somewhere near the museum district. I don't feel too scared about town, though, so don't have any major requirements for locations. Wherever people usually go, nothing out of the ordinary.
  13. Quote:Original post by _moagstar_ <snip lots of good suggestions /> en...veel plezier!! :) Bedankt! Brouwerij Het Ij sounds like my kind of place; after checking their site, I'll at least know to be on the lookout for their beers around town. Also thanks for the food tips! After tasty local beers, that's the second thing I'll be looking for.
  14. Quote:Original post by Wan ... renting a bike and getting run over by a tram seems to be quite popular with the tourists, might wanna give that a try. :) Oh, count me in! Actually, I'm quite proficient at city biking, so as long as it's no worse than, say, NYC, I'll be okay. Keep your eyes out: I'll be the only one on a rented bike not poking about in a group at 3 km/h. Quote:Original post by PouyaCat And if we want to go on the topic of "what do tourists like to do in Amsterdam", I got another one for you: asking PouyaCat for directions. Seriously, I can barely walk two steps before... Although, same thing happens to me in London and Barcelona. :P Actually, I'm sort of looking forward to being in your shoes. I look Dutch, and have never fit in on any of my travels. I don't stand a chance of being mistaken for a native in France, Spain, Italy, Hungary, the Czech Republic... though I could have tried at those last two and maybe made it. If a GDnet Amsterdam meet happens in the next week, PM me! I'm completely on my own after Sunday and will be craving normal conversation by late Wednesday when the free time kicks in.
  15. Quote:Original post by Toolmaker I have no idea about all the touristy things, but I highly recommend that you DO make a trip around the red light district, purely for entertainment purposes. It's a great place to stroll around for about half an hour to an hour and then make your way somewhere else. Do this after 21:00 and make sure you're out of the district before midnight, when all the regulars come and you don't want to be found between those. Not a bad idea. Thanks for the timing suggestion, too. Quote:In town we have a few very good beer cafes. Near the Spui we have "Cafe Golem", which also has a location near the Leidse Square. A larger but more out of the touristic spots there is also "Het Arendsnest", which has 68 beer taps and 150 bottled beers. Go to one of those and taste some great Dutch / Belgian beers. If you miss American beer, there's the "Beer Temple" near the DAm squar, with a truckload of American beers from microbreweries. Perfect -- I'll put Cafe Golem and Het Arendsnest on my radar. I'll probably be able to make it a week without American beers - I'm an avid brewer and seeker-of-good-stateside-beers; I'm looking more to sample things that I won't be able to find over here. Many thanks! CmpDev - I'm still looking for things that make Amsterdam Amsterdam (or, indeed, things that make Holland Holland), it was just something I'm interested in. I have few specific things in mind. Eating herring from a street vendor, perhaps finding some fresh stroopwafels rather than the imported ones we have here... nothing too specific.