Well, you would still have nothing to show until that function returns, so it's like "no more fps drops while you rendering the void".Quote:
Originally Posted by tonypa
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Well, you would still have nothing to show until that function returns, so it's like "no more fps drops while you rendering the void".Quote:
Originally Posted by tonypa
There will be classes made available to the general public that take advantage of the GPU.Quote:
Originally Posted by nGFX
In the begining of the bitmapData class, only those with experience in other languages understood how to use it (blitting, double buffering, etc), but they wrote classes and tutorials so that everyone now can use it in more ways than Adobe even imagined when introducing it.
The same will be true with the GPU, everyone will be able to use it within a month of it's availability. The question is, will they use it well?
I see no reason to be on the cutting edge in this one, so I think I'll just take a wait and see approach, other than tinkering around for knowledge. I'm sure there will come a time when I will want to code for the GPU.
In my eyes with the way they implement gpu support right now its not about whether one is cutting edge enough or in the know enough to be able to use it.
To me its about whether one is unresponsible or naive enough to use it.
Cause its unresponsible to ask for such new grade cards while in return you give users features that should be available with 10+ year old cards.
Yes, iīm sure in the adver site industry it will be used right from day one of release player out there. So one gets lots of sites that donīt run at all or very poorly for most viewers. And still it looks way worse than way old director stuff (which yeah,you as flash developer didnīt use with the argument you have a small user base).
Is that cutting edge or even just responsible?
To me the gpu support using side only makes sense and is responsible acting by the developer if Adobe supports older cards or in case they keep it restricted to newer cards then one should be able to do things with flash one can do with contender technologies when requiring the same gen card. So yeah,in either case Adobe has to put lots of work in there.
If anyone uses the gpu functionality before one of those things changes for the good the last thing iīd call a developer using the gpu embed modes would be cutting edge.
That for sure, but I meant the ability to actually take advantage of it (read: designing a game/app that needs the aditional power, not some bloated eyecandy that could have been done in the "traditional" way if the coder knew what he was doing ...)Quote:
Originally Posted by JerryScript
nGFX
But wont adding threading issues, such as waiting for pixelbender to work through the calculations you need *now* be worse?Quote:
Originally Posted by tonypa
I admit this possible multithreading is completely new for me and without being able to actually test anything I can only imagine things that could work in theory.
Like the loader analogy, it is separate process, not blocking your game while things happen. Lets say you want to load external file, you start the loading process and you dont know when it finishes. To avoid game just sitting there and waiting the loading complete you can preload next necessary file in advance so when it is needed it has already been loaded in the background. Same way you could now precalculate paths in advance while your game is still playing normally, it simply happens in the background.
Multithreading is complicated and it'll be interesting to see how people will use it in Flash.
This link talks about making the basic game loop for multiple threads
http://www.gamasutra.com/features/20...konen_01.shtml
It provides some basic examples on how to do the things you're talking about.
Anyway you should never have to wait for anything even when using single threads. Just use the latest data available.