Re: [colorforth] game graphics
- Subject: Re: [colorforth] game graphics
- From: "Ray St. Marie" <ray.stmarie@xxxxxxxxx>
- Date: Sun, 4 May 2008 16:35:17 -0600
Hi Geof,
On Thu, Mar 13, 2008 at 3:46 PM, bishop <bishop@xxxxxxx> 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
>
>
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--
Raymond St. Marie ii,
colorforthray.info
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