[Bf-gamedev] Scientific Visualization with BGE - DeDaLo

FRANCISCO ORTIZ chicortiz at gmail.com
Sat Mar 28 06:03:43 CET 2015


Although this approach will probably give you more work.
HG1 (Sybren Stuvel) is now committer and a super accessible and generous
person.

On 28 March 2015 at 00:09, Daniel Stokes <kupomail at gmail.com> wrote:

> Roberto,
>
> If you want to run your own OpenGL code in the BGE, I recommend using
> PyOpenGL for it. BGL is outdated.
>
> Regards,
> Daniel Stokes
>
> On Thu, Mar 26, 2015 at 8:07 AM, Roberto Casalegno <
> roberto.casalegno at b2fh.org> wrote:
>
>>  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
>>
>> --
>> _______________________________
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