<div dir="ltr">Francisco, <div>I appreciate your concern, but increasingly this mailing list is becoming an extension of BlenderArtists or other such discussion forums. The purpose of the Blender mailing lists is to discuss game-dev development tasks, including but not limited to the Blender Game Engine.</div><div>Over the past few weeks we have instead seen large volumes of abstract discussion without direction or intent for any contribution towards the areas associated with this list. Replies *should* either inform or request, with significant accentuation upon concrete targets, rather than naively discussing game engine development topics. Whilst a valid discussion, it belongs in a forum.</div><div><br></div><div>Feel free to email me (my email is in the header) for further discussion to avoid polluting the list, or message me at BlenderArtists.org (agoose77)</div></div><div class="gmail_extra"><br><div class="gmail_quote">On 27 March 2015 at 11:00, <span dir="ltr"><<a href="mailto:bf-gamedev-request@blender.org" target="_blank">bf-gamedev-request@blender.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Send Bf-gamedev mailing list submissions to<br>
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Today's Topics:<br>
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1. Re: Bf-gamedev Digest, Vol 17, Issue 12 (Angus Hollands)<br>
2. Re: Bf-gamedev Digest, Vol 17, Issue 12 (FRANCISCO ORTIZ)<br>
3. Re: Scientific Visualization with BGE - DeDaLo (Roberto Casalegno)<br>
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Message: 1<br>
Date: Thu, 26 Mar 2015 12:20:44 +0000<br>
From: Angus Hollands <<a href="mailto:goosey15@gmail.com">goosey15@gmail.com</a>><br>
Subject: Re: [Bf-gamedev] Bf-gamedev Digest, Vol 17, Issue 12<br>
To: <a href="mailto:bf-gamedev@blender.org">bf-gamedev@blender.org</a><br>
Message-ID:<br>
<<a href="mailto:CAOU6hw5x_G2RcPU_DvC8kSq5UqAipZrEvYS6FEFXHrYEMRm%2B9g@mail.gmail.com">CAOU6hw5x_G2RcPU_DvC8kSq5UqAipZrEvYS6FEFXHrYEMRm+9g@mail.gmail.com</a>><br>
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Jacob, this isn't the place for abstract musings.<br>
<br>
As a side-note, there is little benefiting using a geometry shader for<br>
drawing points, something like GL_POINTS suffices perfectly.<br>
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Message: 2<br>
Date: Thu, 26 Mar 2015 11:39:29 -0300<br>
From: FRANCISCO ORTIZ <<a href="mailto:chicortiz@gmail.com">chicortiz@gmail.com</a>><br>
Subject: Re: [Bf-gamedev] Bf-gamedev Digest, Vol 17, Issue 12<br>
To: <a href="mailto:bf-gamedev@blender.org">bf-gamedev@blender.org</a><br>
Message-ID:<br>
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Dear Angus Hollands:<br>
<br>
As a side note, coding has a lot to do with abstraction and intuition.<br>
<br>
I guess everyone was just trying to put Casalegno in the right direction.<br>
<br>
There wasn't need for such a harsh reply coming from you.<br>
<br>
Yours,<br>
<br>
Ortiz<br>
<br>
On 26 March 2015 at 09:20, Angus Hollands <<a href="mailto:goosey15@gmail.com">goosey15@gmail.com</a>> wrote:<br>
<br>
> Jacob, this isn't the place for abstract musings.<br>
><br>
> As a side-note, there is little benefiting using a geometry shader for<br>
> drawing points, something like GL_POINTS suffices perfectly.<br>
><br>
> _______________________________________________<br>
> Bf-gamedev mailing list<br>
> <a href="mailto:Bf-gamedev@blender.org">Bf-gamedev@blender.org</a><br>
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Message: 3<br>
Date: Thu, 26 Mar 2015 16:07:54 +0100<br>
From: Roberto Casalegno <<a href="mailto:roberto.casalegno@b2fh.org">roberto.casalegno@b2fh.org</a>><br>
Subject: Re: [Bf-gamedev] Scientific Visualization with BGE - DeDaLo<br>
To: <a href="mailto:bf-gamedev@blender.org">bf-gamedev@blender.org</a><br>
Message-ID: <<a href="mailto:551420CA.6020006@b2fh.org">551420CA.6020006@b2fh.org</a>><br>
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<br>
Thank you all for your replies, links and info.<br>
<br>
> how many points approximately should BGE handle? What should be a<br>
> point visual representation (dot,cube,sphere)? Will these points be of<br>
> a regular grid shape or have random position?<br>
I would manage something like millions of points, visualized as dots.<br>
Positions will be in a 3D coordinate cube, because usually they will<br>
represent particles in 3D space.<br>
<br>
> I wonder about using a geometry shader using HG1s hack , and pass all<br>
> the points in a single draw call?<br>
I'll take a deeper look at it, at first sight wasn't so clear to me.<br>
<br>
> Rendered as simple GL_POINTS<br>
That seems a good idea, and also your "benchmark"(17M points) looks<br>
promising. I've read that BGE support BGL v4, is it true?<br>
<br>
Best,<br>
Roberto<br>
<br>
--<br>
_______________________________<br>
NAM| Roberto Casalegno<br>
SKY| casalegno.roberto<br>
PHO| <a href="tel:%2B39%20335%206837810" value="+393356837810">+39 335 6837810</a><br>
FAX| 1782719301 (Italy)<br>
WEB| <a href="http://www.b2fh.org" target="_blank">www.b2fh.org</a><br>
TZO| GMT+1<br>
_______________________________<br>
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End of Bf-gamedev Digest, Vol 17, Issue 13<br>
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