I got 4 fps on that raytracer with a 920 i7 @ 2.6ghz
Also, thought my terrain was a little short:
[img]http://filesmelt.com/downloader/612.png[/img]
Water added, now rejects any map with under 200 pixels of water.
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/427.png[/IMG][/URL]
Needs a little more tweaking, sometimes it generates levels with very little land. [b]Done, now rejects maps with less that 3000 lands pixels above sea level.[/b]
[QUOTE=KillerTV;18364281][img]http://img5.imageshack.us/img5/9457/conversion.jpg[/img]
I couldn't really think of any beginner program ideas so I went with a conversion calculator, not the most interesting thing in the world but there has to be a starting point somewhere :v:[/QUOTE]
There are 2 different measurements of a gallon.
[QUOTE=nullsquared;18364810]Cool, thanks for the results, guys. I might as well try a GPU version sometime, even though I wanted to first see how fast I could personally make a CPU version (obviously I won't be able to make it as fast as the gurus can with some of those CPU RTRT out there).
[editline]11:16AM[/editline]
Actually can you try running it with -threads=8 or -threads=6 instead of the original -threads=4, I'm curious if there would be a difference as I had previously observed.[/QUOTE]
It's running a bit slower with 4 threads now, I have no idea why, but these are my results:
4 threads 3.45FPS
6 threads jumping between 3 and 3.5FPS
8 threads jumping between 3.8 and 4.5FPS
[B]Edit:[/B]
What the hell. I tried 4 threads again and now I get 2.7-3FPS.
[QUOTE=Robber;18365089]It's running a bit slower with 4 threads now, I have no idea why, but these are my results:
4 threads 3.45FPS
6 threads jumping between 3 and 3.5FPS
8 threads jumping between 3.8 and 4.5FPS
[B]Edit:[/B]
What the hell. I tried 4 threads again and now I get 2.7-3FPS.[/QUOTE]
Hm, interesting. Perhaps there's some program in the background slowing it down? Since it's using all your cores, that could be it.
[QUOTE=nullsquared;18365212]Hm, interesting. Perhaps there's some program in the background slowing it down? Since it's using all your cores, that could be it.[/QUOTE]
Only Firefox and WMP. But they have been running all the time.
Getting 5 FPS on 1, 3 FPS on 2. E6750 @ 3.6Ghz.
AMD Phenom 9750 Quad-core 2.4 GHz
1: ~5 fps
2: ~2 fps
I tried it with 6 and 8 threads too, but it didn't affect performance.
9 FPS on 1, 3.5 FPS on 2. i5 @ stock, 2.66ghz.
Spent the last few hours working on glype proxy, got it working with Facebook homepage. 5 minutes later, no code changes, it's broken.
Fucking pissed off, can't be fucked.
Got the UDK all up and running. It is so much nicer than regular ut3 modding :D
A [url=http://en.wikipedia.org/wiki/Befunge]Befunge[/url] interpreter written in Javascript!
It animates as well
[img]http://imgur.com/RW4Zx.png[/img]
Looks awesome Vampired. Are you the one that made a brainfuck interpreter in javascript too?
[QUOTE=ddrl46;18366372]Looks awesome Vampired. Are you the one that made a brainfuck interpreter in javascript too?[/QUOTE]
Yup, thanks.
[QUOTE=windwakr;18366385]Hey, I love Befunge! When will you be releasing that?[/QUOTE]
It's my new favourite language. Soon perhpaps
Do you know where I can get a few befunge scripts to test out?
Got the shaders in my engine demo up and running. I can switch quickly with a keystroke between fixed-functionality and the "vanilla" quickie phong shader I wrote late last night.
[img]http://img41.imageshack.us/img41/6973/screenshotrn.jpg[/img]
I didn't bother setting the specular shininess of all the objects, so they're all at the default 16, which is why you see all those specular highlights on everything. Looks kinda weird on the stone.
[img]http://img197.imageshack.us/img197/1474/screenshot1yt.jpg[/img]
Next up is to implement normal maps. You'll see a screen of that before I move on to shadow maps.
[QUOTE=iPope;18364974]I got 4 fps on that raytracer with a 920 i7 @ 2.6ghz
Also, thought my terrain was a little short:
[img]http://filesmelt.com/downloader/612.png[/img]
Water added, now rejects any map with under 200 pixels of water.
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/427.png[/IMG][/URL]
Needs a little more tweaking, sometimes it generates levels with very little land. [b]Done, now rejects maps with less that 3000 lands pixels above sea level.[/b][/QUOTE]
You might want to look into Perlin Noise.
[QUOTE=Xeon06;18367121]You might want to look into Perlin Noise.[/QUOTE]
Or fractal terrain.
Regarding the above, I looked into fractal terrain and didn't like it. Will have a look at perlin noise though.
Perlin noise is the best for terrain generation
I used the method in gpu gems ([url=http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html]link[/url]) in a level generator for the game Minecraft. It's all voxel based and I don't have to do it realtime so it's pretty easy.
[img]http://www.cubeupload.com/files/577800rock.png[/img]
Sure beats heightmaps.
My IRC client may be ready for alpha pretty soon. :v:
Just finishing making the texture'd skin for GWEN (the other one is done using solid rects). There's not much to show because I tried to keep it looking pretty much the same..
[img]http://filesmelt.com/downloader/Direct3DSample_2009-11-14_21-24-36-88.png[/img]
[img]http://filesmelt.com/downloader/Direct3DSample_2009-11-14_21-25-31-19.png[/img]
But it stretches smoother
[img]http://filesmelt.com/downloader/Direct3DSample_2009-11-14_21-24-50-51.png[/img]
[img]http://filesmelt.com/downloader/Direct3DSample_2009-11-14_21-25-07-83.png[/img]
The blurring on the sides of the buttons is an annoyance to me.. probably due to the size the of skin texture.. which is this:
[img]http://filesmelt.com/downloader/DefaultSkin.png[/img]
Maybe the source of the buttons should be more rectangular like a button will be..
[img]http://filesmelt.com/downloader/Direct3DSample_2009-11-14_21-25-31-19.png[/img]
With the "Different l..", the L is out of the box a bit
Won't it support vector graphics?
If you code a vector graphics renderer it will
[editline]09:42PM[/editline]
[QUOTE=r4nk_;18370796]With the "Different l..", the L is out of the box a bit[/QUOTE]
That's an F!
Snipz
[QUOTE=windwakr;18367094]The assembly forum I go to has a thread all about esoteric langauges, it is full of Befunge and brainfuck scripts.
[url]http://board.flatassembler.net/topic.php?t=10599[/url]
But here is one I made myself. Excuse the sloppiness, it was done in a hurry.
It converts "F to C" or "C to F" with 1 digit after the decimal point after conversion, only enter whole numbers.
[code]
<>:#,_v#:"To C or F?"+55
`"b":~<v"f":_@#`"e":_v#`"c":_@#
v>`#@_$"F":,55v>$"C":,
v >:12p55+,902pv>+,:12p502p9&:09-9-1-` #v_
v -*48_v#`-1*48:&5< @~,,,,,"-0.4F"_v#!`-9-90:<
v >:84*1-\`#v_"C5.0-",,,,,~@ >
>*:02g%v >84*-
0\%g20:_02g/\:"E"`#v_\ >.8,,~@~,,8.< _v#`-10:,".",8.< _ v#`\"E"g21/g2
>\84*+^ ^*-10< v_v#`\*48: \*2\+*48<
\++19\-1 _v#`0:< > ^
> ^
[/code]
Does your interpreter put spaces after number output? If not, that is a bug in your interpreter. Just saying this so you don't think my code is bugged if you don't have the space.
You should refer to the bugs found in this Befunge interpreter:
[url]http://board.flatassembler.net/topic.php?t=10609[/url]
It may be able to help you find those hard to find bugs in your interpreter(like spaces after numbers).[/QUOTE]
Very interesting, I just read through the whole thread.
It seems Firefox just places a box where your program outputs a backspace.
[quote]
Does your interpreter put spaces after number output? If not, that is a bug in your interpreter. Just saying this so you don't think my code is bugged if you don't have the space.[/quote]
Thank you I didn't know that. Do you know where I can find a Befunge-93 specification with things like that? And what character is given when the command is & and the user just presses enter?
Using this batch
[code]simple_raytracer.exe -w=1024 -h=768 -threads=8[/code]
I got 5 fps on my i7 920.
[QUOTE=Dryvnt;18371899]Using this batch
[code]simple_raytracer.exe -w=1024 -h=768 -threads=8[/code]
I got 5 fps on my i7 920.[/QUOTE]
Cool, thanks.
[QUOTE=ZomBuster;18370165]Perlin noise is the best for terrain generation
I used the method in gpu gems ([url=http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html]link[/url]) in a level generator for the game Minecraft. It's all voxel based and I don't have to do it realtime so it's pretty easy.
[img]http://www.cubeupload.com/files/577800rock.png[/img]
Sure beats heightmaps.[/QUOTE]
holy shit
More work on bugspray!
Something long overdue - assigning issues
[media]http://i38.tinypic.com/34gq7g4.png[/media]
Something also overdue - adding new categories
[media]http://i35.tinypic.com/25so5u9.png[/media]
[QUOTE=a2h;18372403]More work on bugspray!
Something long overdue - assigning issues
[media]http://i38.tinypic.com/34gq7g4.png[/media]
Something also overdue - adding new categories
[media]http://i35.tinypic.com/25so5u9.png[/media][/QUOTE]
how many queries required now? 156?
[highlight](User was permabanned for this post ("ass" - garry))[/highlight]
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