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Random "work in progress" shots

category: general [glöplog]
interesting idea.. but more as a joke, since it's fun to play only for a couple of minutes
added on the 2013-06-26 13:01:40 by v3nom v3nom
That was for testing something in D.

To send sprites to the GPU, you have some choice:

1 draw call per sprites | 1 draw call for many sprites

I used the second solution, and the D runtime provide some very very cool things like:

Code:std.paralellism;


so i can do (simplified a bit)

Code: foreach(sp; std.parallel(arraySprites)) { sendGPU(sp); // sp is basically one sprite }


Of course i have to ensure that the mapSubBuffer will not access the same place at the same time but it's very very easy to avoid.

I bet my C++ code by far from 200% in render count of the same struct of sprites (but i'm a poor coder you know :D).

Now, i'm very stupid cause I used 6 vertices per sprites, but with a geometry shader maybe I can use only one (i need to test that!).

What's is killing the perf now is how big a draw a picture (like a background image), it's take 100 fps on my laptop (ati mobility hd45xx)
added on the 2013-06-26 19:22:34 by Romain337 Romain337
Romano58, I don't think you can thread drawcalls like that since only one thread gets to own an OpenGL context at any given time.
added on the 2013-06-27 11:44:00 by ponce ponce
@Ponce, that work in fact you can map the buffer with the gl thread then copy data into the mapped memory with more than one thread since they involve 0 gl calls (basically copy array A to array B at offset X).

then just unmap with the gl thread and render :)

For collidable sprite (who need to be tested each with others) it didn't work well cause of course you need to access more than one sprite at a time anyway but for animated sprite it works too since you onlu access private sprites datas.
added on the 2013-06-27 11:56:12 by Romain337 Romain337
Hu, i assume std.parallel is doing the things with threads. I don't know how it work really but i do see the huge perf boost ^^
added on the 2013-06-27 12:03:20 by Romain337 Romain337
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added on the 2013-06-27 12:14:01 by pixtur pixtur
uhm, well. random "screenshot" from my newest wip music:
http://soundcloud.com/strayboom/teaser-01
added on the 2013-06-28 08:56:15 by vincenzo vincenzo
added on the 2013-07-02 10:55:49 by vincenzo vincenzo
vincenzo these 2 teaser already sounds awesome.
added on the 2013-07-02 12:05:17 by stefa stefa
thanks! be prepared for more :)
added on the 2013-07-02 14:01:20 by vincenzo vincenzo
@pixtur: Nice. Did a quick paintover of this.

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added on the 2013-07-02 18:35:31 by gaspode gaspode
There's a writeup about Signal Lost over at http://www.scene.hu/2013/07/01/project-giger-signal-lost-egy-noob-naploja/ (in Hungarian) - a bunch of in-progress shots + videos featured.
added on the 2013-07-02 22:38:18 by Gargaj Gargaj
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added on the 2013-07-04 19:48:58 by Bartoshe Bartoshe
new demo with dead deer?
bug fix !
added on the 2013-07-04 20:41:12 by Bartoshe Bartoshe
make a demo!
That's not a bug, it's an elephant!
added on the 2013-07-04 21:50:32 by psonice psonice
Glad someone's finally bringing up the elephant in the room.
added on the 2013-07-05 16:14:37 by cg_ cg_
eRowrrh!
added on the 2013-07-05 16:33:04 by MuffinHop MuffinHop
That's one weird coordinate system.
added on the 2013-07-05 18:38:20 by Zavie Zavie
or an updise down elephant!
added on the 2013-07-05 22:13:25 by baah baah
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and
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Dead Deer 2.4.2013.07.697 !
added on the 2013-07-18 18:12:20 by Bartoshe Bartoshe
Original photo taken in Shanghai from top of Hong Kong plaza http://rloadah.deviantart.com/art/Bigprev-383572675

I used Photoshop touch, Paint.NET and Gimp to get this image
http://rloadah.deviantart.com/art/Bigprev-383572675

Finally the result is cover for Frequent's bandcamp album here: http://frequent.bandcamp.com/album/nskedr-m




added on the 2013-07-21 16:18:48 by loaderror loaderror
added on the 2013-07-21 16:31:33 by loaderror loaderror
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just something
added on the 2013-07-23 09:55:42 by Navis Navis

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