[Bf-gamedev] Bf-gamedev Digest, Vol 17, Issue 13

Angus Hollands goosey15 at gmail.com
Fri Mar 27 13:36:51 CET 2015


Francisco,
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.
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.

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)

On 27 March 2015 at 11:00, <bf-gamedev-request at blender.org> wrote:

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>    1. Re: Bf-gamedev Digest, Vol 17, Issue 12 (Angus Hollands)
>    2. Re: Bf-gamedev Digest, Vol 17, Issue 12 (FRANCISCO ORTIZ)
>    3. Re: Scientific Visualization with BGE - DeDaLo (Roberto Casalegno)
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> Message: 1
> Date: Thu, 26 Mar 2015 12:20:44 +0000
> From: Angus Hollands <goosey15 at gmail.com>
> Subject: Re: [Bf-gamedev] Bf-gamedev Digest, Vol 17, Issue 12
> To: bf-gamedev at blender.org
> Message-ID:
>         <
> CAOU6hw5x_G2RcPU_DvC8kSq5UqAipZrEvYS6FEFXHrYEMRm+9g at mail.gmail.com>
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> Jacob, this isn't the place for abstract musings.
>
> As a side-note, there is little benefiting using a geometry shader for
> drawing points, something like GL_POINTS suffices perfectly.
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> Message: 2
> Date: Thu, 26 Mar 2015 11:39:29 -0300
> From: FRANCISCO ORTIZ <chicortiz at gmail.com>
> Subject: Re: [Bf-gamedev] Bf-gamedev Digest, Vol 17, Issue 12
> To: bf-gamedev at blender.org
> Message-ID:
>         <
> CALPa+5HVc0Y4NgBztn27a95RSiLavP45CzXf9Sj8gP-eY2a2rg at mail.gmail.com>
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>
> Dear Angus Hollands:
>
> As a side note, coding has a lot to do with abstraction and intuition.
>
> I guess everyone was just trying to put Casalegno in the right direction.
>
> There wasn't need for such a harsh reply coming from you.
>
> Yours,
>
> Ortiz
>
> On 26 March 2015 at 09:20, Angus Hollands <goosey15 at gmail.com> wrote:
>
> > Jacob, this isn't the place for abstract musings.
> >
> > As a side-note, there is little benefiting using a geometry shader for
> > drawing points, something like GL_POINTS suffices perfectly.
> >
> > _______________________________________________
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> Message: 3
> Date: Thu, 26 Mar 2015 16:07:54 +0100
> From: Roberto Casalegno <roberto.casalegno at b2fh.org>
> Subject: Re: [Bf-gamedev] Scientific Visualization with BGE - DeDaLo
> To: bf-gamedev at blender.org
> Message-ID: <551420CA.6020006 at b2fh.org>
> Content-Type: text/plain; charset="utf-8"
>
> Thank you all for your replies, links and info.
>
> > how many points approximately should BGE handle? What should be a
> > point visual representation (dot,cube,sphere)? Will these points be of
> > a regular grid shape or have random position?
>   I would manage something like millions of points, visualized as dots.
> Positions will be in a 3D coordinate cube, because usually they will
> represent particles in 3D space.
>
> > I wonder about using a geometry shader using HG1s hack , and pass all
> > the points in a single draw call?
> I'll take a deeper look at it, at first sight wasn't so clear to me.
>
> > Rendered as simple GL_POINTS
> That seems a good idea, and also your "benchmark"(17M points) looks
> promising. I've read that BGE support BGL v4, is it true?
>
> Best,
> Roberto
>
> --
> _______________________________
> NAM| Roberto Casalegno
> SKY| casalegno.roberto
> PHO| +39 335 6837810
> FAX| 1782719301 (Italy)
> WEB| www.b2fh.org
> TZO| GMT+1
> _______________________________
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