Re: game graphics
"Ray St. Marie" <[email protected]> Sun, 4 May 2008 16:35:17 -0600
| Newsgroups | gmane.comp.lang.forth.colorforth |
|---|---|
| Message-ID | <[email protected]> |
Hi Geof, On Thu, Mar 13, 2008 at 3:46 PM, bishop <[email protected]> wrote: > Possibly everyone here has already savoured, from: > > http://www.pcper.com/article.php?aid=532&type=overview > > > "...CARMACK: It's interesting in that the algorithms would be something > that, it's almost unfortunate in the aspect that these algorithms would > take great advantage of simpler bit-level operations in many cases and > they would wind up being implemented on this 32-bit floating point > operation-based hardware. Hardware designed specifically for sparse > voxel ray casting would be much smaller and simpler and faster than a > general purpose solution but nobody in their right mind would want to > make a bet like that and want to build specific hardware for technology > that no one has developed content for. The idea would be that you have > to have a general purpose solution that can approach all sorts of things > and is at least capable of doing the algorithms necessary for this type > of ray tracing operation at a decent speed. I think it's pretty clear > that that's going to be there in the next generation. In fact, years > and years ago I did an implementation of this with complete software > based stuff and it was interesting; it was not competitive with what you > could do with hardware, but it's likely that I'll be able to put > something together this year probably using CUDA. If I can make > something that renders a small window at a modest frame rate and we can > run around some geometrically intricate sparse voxel octree world and > make a 320x240 window at 10 fps and realize that on next-generation > hardware that's optimized more for doing this we can go ahead and get > 1080p 60 Hz on there. > > That would be the justification that would make everybody sleep a whole > lot of better that there is going to be some win coming out this. ..." > </carmack> > > Geof Bishop Thanks for this, Geof. I was able to find the DOOM sources, which I've always wanted to see as I knew John Carmac had used assembler to do the really tricky time dependant stuff. I'm hoping to learn enough to do something with it in cf2. Again, thanks. Ray > > > --------------------------------------------------------------------- > To unsubscribe, e-mail: [email protected] > For additional commands, e-mail: [email protected] > Main web page - http://www.colorforth.com > > -- Raymond St. Marie ii, colorforthray.info