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elfprince13


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Posted: 08 Jun 2007 08:40:17 pm    Post subject:

Kllrnohj wrote:
I've seen real time raytracing done on three networked PS3s running Linux....

Biggest problem with raytracing is the current lack of GPU acceleration - all that untapped power pissed away.... (FYI: A modern GPU can do significantly more calculations per second than your CPU can)



we're getting there Smile and of what complexity was the raytracing?
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KermMartian


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Posted: 08 Jun 2007 08:43:20 pm    Post subject:

A bit offtopic, but speaking of GPU utilization, I believe I saw a recent article on Digg about a Mac image editor that had built-in sharing of the image processing load between the CPU and GPU.
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Kllrnohj


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Posted: 08 Jun 2007 08:49:04 pm    Post subject:

elfprince13 wrote:
we're getting there Smile and of what complexity was the raytracing?


Single car - of course, it had all the typical stuff. Dynamic lighting, reflections/refractions, etc...

They had a video of it - I think it was on youtube.

EDIT: A quick google search pulled this up: http://www.ps3fanboy.com/2007/04/05/real-time-ray-tracing-on-the-playstation-3
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Harq


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Posted: 08 Jun 2007 09:37:16 pm    Post subject:

Even with the GPU, I don't think we are at the point where we can get reasonable speeds with raytracing in something like a shooter, where there can be hundreds of objects on screen at one time, almost all in motion.

I did some "Digging" and found links to a. a 26 year old who made an experimental version of quake3 that uses raytracing, and also to a group of researchers who developed more efficient algorithms for it, and are making raytraced versions of quake 3 and 4 (and also, it said that these algorithms are going to be used in openrt) These will really take off once quad-core becomes the norm and gpu's are used effectively.
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Last edited by Harq on 08 Jun 2007 09:46:58 pm; edited 1 time in total
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Kllrnohj


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Posted: 08 Jun 2007 09:39:15 pm    Post subject:

Of course not, but you are underestimating just how much speed is available in a modern GPU. Not nearly enough for raytracing currently, but GPU power is roughly doubling with every generation - not something the current CPU market can boast.
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Harq


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Posted: 09 Jun 2007 10:15:03 pm    Post subject:

Take a look at this: http://medvis.vrvis.at/projects/visualization/

I had no idea raycasting could be used for such detail (and yes it uses the gpu Klr, its not raytracing, but still amazing).

I was doing some research on raycasting and such on Gamedev and the internet in general when I stumbled upon this (I've become interested in raycasting and raytracing now, thanks Calc84! Razz )
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haveacalc


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Posted: 11 Jun 2007 11:39:55 pm    Post subject:

I'm making the sprites for my game right now. Would you, Kerm and/or rivereye (I guess only Kerm, since it's ASM), have anything wrong with me posting them when I'm done? I'm fueled by outside motivation, and I daresay I need it with at the pace I'm going at.
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KermMartian


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Posted: 11 Jun 2007 11:50:05 pm    Post subject:

haveacalc wrote:
I'm making the sprites for my game right now. Would you, Kerm and/or rivereye (I guess only Kerm, since it's ASM), have anything wrong with me posting them when I'm done? I'm fueled by motivation, and I daresay I need it with at the pace I'm going at.
As long as they don't reveal too much specific about your project, I wouldn't have a huge problem with it.
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calc84maniac


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Posted: 12 Jun 2007 09:09:39 am    Post subject:

Heh, there's no way I can reveal any more about my project... Very Happy
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rivereye


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Posted: 12 Jun 2007 09:23:02 am    Post subject:

just as long as it is low key about what is in it.
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Harq


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Posted: 12 Jun 2007 09:09:14 pm    Post subject:

Oh god! Sudden and random inspiration through a warped mix of Ngame, Mario, and Fallup =P

Not very original, but I need something to keep my basic skillz at a reasonable level =P
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olav_nordmann


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Posted: 13 Jun 2007 06:34:58 am    Post subject:

As I found info about on internet, it is different sights on where the limits or requirements between a platform game and other games. What is the absolute limits and requirements for the platform games in the contest Question
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rivereye


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Posted: 13 Jun 2007 08:57:53 am    Post subject:

basically, if you jump from a platform to platform, and have side scrolling in some way, you should be good.
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TheStorm


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Posted: 13 Jun 2007 08:59:53 am    Post subject:

Does vertical scrolling count cuz that is my current idea.
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rivereye


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Posted: 13 Jun 2007 09:08:03 am    Post subject:

I would think so.
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TheStorm


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Posted: 13 Jun 2007 09:11:08 am    Post subject:

Yeah virtical scrolling will be easier for me to do.
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"If you've done something right no one will know that you've done anything at all" -Futurama

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<Michael_V> or create a Borg collective and call it The 83+
<Michael_V> Lower your slide cases and prepare to be silent linked. Memory clears are futile.
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Sting::Ray


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Posted: 13 Jun 2007 10:08:35 am    Post subject:

Ooh, vertical scrolling; sounds cool! Smile
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Tari


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Posted: 13 Jun 2007 10:32:10 am    Post subject:

It is a cool idea (I know what it is). I was doing something similar to what he's doing, but I didn't want to spend hours and hours agonizing over a smooth-scrolling (on both axes), collision-detecting tilemapper, so I gave up the idea.
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rivereye


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Posted: 13 Jun 2007 02:14:36 pm    Post subject:

ah, that sounds like a lot of fun though, ah well.
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TheStorm


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Posted: 13 Jun 2007 02:18:31 pm    Post subject:

Well i actually changed my idea a little because the first one wasn't much of a game so I reworked it using an idea the Tari was going to use.
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"If you've done something right no one will know that you've done anything at all" -Futurama

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<Michael_V> Lower your slide cases and prepare to be silent linked. Memory clears are futile.
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