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The Turing Cards

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View chateauferret's Profile chateauferret Flag Airdrie 16 Sep 18 10.06am Send a Private Message to chateauferret Add chateauferret as a friend

Originally posted by davenotamonkey

I never really got into CUDA to be honest. I'd have to have really hacked away at my legacy code, to the point it's probably diminishing returns. I'm aware it's really good at array functions though.

Is this procedural planet topology you're generating, incidentally?

PS: those games are driving the FLOPS, don't bash them ;-)

Well, I'm not using CUDA for this one, the problem with CUDA is it only works on NVidia cards. What I am doing is using C++ to generate a GLSL shader according to the user's design and to projected it to the selected projetion, and then using that to produce a texture which is zapped onto a plane in the ordinary graphics pipeline. But you can get that texture back to the CPU as well where we use it to calculate some statistics and allow a value at any given point to be read off and displayed.

Yes, it's procedural topology on the sphere for the creation of artificial geography, but so far I've only done the noise components and there's still tectonic simulation and erosion modelling to look at but the architecture's got to be changed to make those work. (Those can be parallelised but the algorithms' geometry is quite different).

It's not anywhere near working yet and the coding standards are s*** but I've put some discussion of what I'm doing here: [Link]

Edited by chateauferret (16 Sep 2018 10.07am)

 


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