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
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:
so i can do (simplified a bit)
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)
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)
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.
@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.
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.
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 ^^
uhm, well. random "screenshot" from my newest wip music:
http://soundcloud.com/strayboom/teaser-01
http://soundcloud.com/strayboom/teaser-01
aaaaand, another wip track: http://soundcloud.com/strayboom/teaser02-mp3
vincenzo these 2 teaser already sounds awesome.
thanks! be prepared for more :)
@pixtur: Nice. Did a quick paintover of this.
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.
new demo with dead deer?
bug fix !
make a demo!
That's not a bug, it's an elephant!
Glad someone's finally bringing up the elephant in the room.
eRowrrh!
That's one weird coordinate system.
or an updise down elephant!
and
Dead Deer 2.4.2013.07.697 !
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
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
Uh.. damn.. Here is the original photo http://rloadah.deviantart.com/art/20130707-153754-383579753
just something