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About remigius

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  1. Hey! Yea gamedev does look quite different, I love the new sign in with facebook thing.
  2. remigius

    2010 Retrospective

    <P> <BR>Please tell me that last part of the video at the beach was prerendered? If not, I might as well give up my planet project right now <BR></P>
  3. You have no profile comments yet, so I thought I'd say hello :) The changes to GameDev are bewildering!
  4. Looks great as usual, but it doesn't really make me feel better about my own limited planet rendering adventures [smile] Any chance you'll be doing something with .NET bindings somewhere down the line?
  5. remigius

    Navmeshes in 3D space

    Quote:Original post by ApochPiQ ... Pain in the Ass ... building station connections ... Creative quoting and it's still true. Other than that, I loved X3 [smile] Your treatise on flying inside large objects made me think of the hangars in X2. I recall that at times you could skip (or screw up) autodocking/launching from the stations/carries and try to fly in/out yourself. The option was nice to have, but I think it killed me more often than any other threat in the X universe. Do you plan on creating better fitting scales between the fly-through object and the player ship, or some niftiness to make this easier?
  6. remigius


    Somehow that made me feel inferior [smile]
  7. remigius

    Tech Demo Video 2010

    Quote:Original post by Ysaneya the logarithmic trick ... the results were as expected, very good. So I switched to ... a 32-bits floating point Z Buffer format I hope I'm not being dumb, but I don't follow your explaination. If I understand Cameni's posts correctly, the logarithmic depth buffer is fundamentally different from the floating point one and precission isn't better: "the floating point depth buffer with the reversed planes should be almost on par with the logarithmic one", Cameni in the comments here Am I misunderstanding the issue in that these approaches aren't that different? If they are different though, why did you switch to the floating point approach instead of the working, very-good-result-having logarithmic approach?
  8. remigius

    Tech Demo Video 2010

    Regarding the depth issues, did you abandon the logarithmic approach or am I misunderstanding your explaination? You seemed quite fond of it back then and as I understand Cameni's post even with those tricks a plain floating point zbuffer still has worse precsision than a fixed point logarithmic one. I'm no expert on the matter, so at the risk of asking a dumb question I was wondering if there are any new performance issues or artifacts why you don't use the logarithmic approach (if in fact you don't)?
  9. remigius


    Quote:The Sony Ericsson site is pretty crap for information too. I'm holding a long-term grudge against SE from several years ago for omitting just about everything useful from their free phone SDK and making it available with the documentation of the full SDK... Fun times [smile] Quote:I added an MP3 in the same folder and then the phone detected it and gave me the option to use it as a message alert. It used to be that way with Windows Mobile phones as well, but since WM6 (I think) they list every music file on the device and even the SD Card. Very handy when you got a few GB of music on there... I wonder whatever happened to browsing for a file, you know, from back when we were still judged capable enough to remember where we put our stuff. I guess that disappeared along with a file search that actually worked [grin] Quote:the SSD, Windows 7, or because it's a clean install... All above... and maybe karma for taking up moderation of everyone's favorite forum. Some late cheers on that!
  10. remigius

    Finished Skinning

    I just loved that title "Finished Skinning"... At one point I thought I was there too, but I've been optimizing and adding features ever since [smile] Whatever you decide, do let us know where to reconnecct our RSS feeds!
  11. remigius


    Quote:Original post by ApochPiQ no feedback and a whopping one download of the release itself I'm horribly ashamed, but my milestones are keeping me from actually checking it out. FWIW, I did like the logo already [smile] Quote:I'm going to massacre the bulk of the human race in a blood-rage frenzy of anger. I'll have you know I downloaded it twice, just in case you should make it to Europe [grin] Enjoy GDC and good luck with whatever venture you have in the works!
  12. remigius

    R9 Progress

    Hmm, I went to brush up on my CUDA knowledge a bit (reading this), but coming from Java/C# it looks rather daunting. I'd like to think I know a thing or two about GPUs, but the syntax and semantics in CUDA makes it look like a whole new ballgame. For me it's easier to grasp the concepts by writing pixel shaders accessing constants and textures, than this CUDA stuff pretending to be a regular program. On the other hand, Epoch looks a lot friendlier to write with the transparent marshaling and failover. Like any complacent programmer I'm sceptical about new languages, but I have to say Epoch is slowly winning me over [smile] From what I read there's quite some optimization to be done on typical CUDA code, particularly memory access, to make it run perfectly. Is this something you want to expose in Epoch as well? I personally subscribe to the idea that if there's no value in running code on the GPU without optimizations, it's probably safe to say the calculation is conceptually not worth running on the GPU in the first place. So what I'm trying to say is that I'd be perfectly fine with Epoch not exposing this. Edit - gotta type faster [smile]
  13. remigius

    R9 Progress

    Very nifty. I really have to look into Cuda in more detail when I have some spare time [smile] My main point of wonder is how you manage to get that compute code to run on the GPU transparently. Do you emit that to Cuda instructions at build/interpretation time or is this something facilitated by Cuda itself?
  14. remigius

    Parallel For Loops

    Quote:Original post by ApochPiQ A prime example is the "parallel for" concept, where a given set of calculations can be performed in parallel. In a traditional setting, you might see these calculations simply run in serial, in a single thread. The parallel-for construct allows you to split up that loop into chunks, and then feed each chunk to a worker thread to do the actual computations. I've been tinkering on a little GPGPU library myself (though nowhere near as ambitious as Epoch's transparent facility), so I'm following your discoveries with great interest. You got me wondering if Epoch also needs to deal with GPU latency & sync issues. I'm just using the DX9 API (XNA actually) to do my GPU stuff, so it's entirely possible your CUDA based code doesn't suffer from this. I sure hope for you it doesn't [smile] Anyway, uploading inputs to the GPU and downloading results causes a pipeline stall for me, which seems to be the key limiting factor to performance. Do you expect this pitfall in Epoch too? If so, how will you handle it? If not, why not pray tell?
  15. remigius

    Quiz Answers

    Quote:Original post by Mike.PopoloskiI hope you learned something new from it. I learned I'm getting old, rusty and cranky [smile] If you'd have given me a similar test in Java some 10 years ago, I'd have jumped on the chance of validating and expanding my knowledge and probably would have gotten most of them right. These days I seem to be content to stay away from edge cases and sticking to C# code that is as simple and unambiguous as possible. I even find myself adding parenthesis to conditionals which I know are redundant... my god, what have I become? :p Someone should write a little quiz like this for HLSL sometime though. The edge cases there are are even more shady and you run into them much more frequently I think.
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