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I was working on a problem recently that's remarkably similar the author's rendering of hundreds of thousands of cubes (each arbitrarily oriented in space), and
by westoncb 12y ago
I was working on a problem recently that's remarkably similar the author's rendering of hundreds of thousands of cubes (each arbitrarily oriented in space), and looked into geometry shaders some. There were several points where I thought I'd be able to use them to implement some resource saving trick that occurred to me—but was discouraged by further reading each time.
I guess there are uses out there that they're more ideally suited for, but it'd be great if they did what they do... only fast :)
Now I'm excited about this, though (https://www.khronos.org/vulkan)—which https://www.khronos.org/vulkan)—which I only noticed through the author's blog.
- frozenport 12y agoUgg! Graphics and GPU compute were split by choice because OpenGL programming is an esoteric art, the only thing that can fix these is simplification - something I don't trust Khronos with because of my miserable experience with OpenCL when compared to CUDA.
- greggman 12y agoLet's hope that since they had input from Value, Epic, and other users of the API instead of just producers they are doing a better job then they did with OpenCL.
- wlesieutre 12y agoFrom what I've heard, Vulkan is largely based on Mantle. And while Khronos hasn't released anything unless you're a member of the secret club, you can take a look at Mantle here: http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/mantle#downloads http://www.amd.com/en-us/innovations/software-technologies/t...