148 reputation
4
bio website emitcode.com
location Snohomish, WA
age 24
visits member for 3 years, 4 months
seen Apr 19 '12 at 8:54

I enjoy developing software professionally and in my spare time. To me, there is not much more rewarding than completing a difficult project, algorithm, or even just designing something elegant.

Passionate about software and writing not only correct code but easily understood code, I strive to teach others about anything I have learned. I embrace knowledge sharing and I wish that everyone would be willing to give programming a try so that they too can feel the same satisfaction that comes to me each and every day.

My best quality is my analytical thinking process and the ability to rapidly solve any problem that faces me. However, this becomes a weakness when I get lost in thought about the esoteric concepts around every day things; springs and rocks fascinate me on a near weekly basis.


Apr
13
awarded  Supporter
Apr
13
awarded  Scholar
Apr
13
accepted How can I incorporate physics into a procedurally generated world from a geometry shader?
Nov
20
awarded  Autobiographer
Jul
17
comment How can I incorporate physics into a procedurally generated world from a geometry shader?
Indeed. We found that using XNA and keeping everything on the CPU gave us about 1 million vertices in roughly three minutes on a Core i7 with 8 cores and 8 threads parallelizing multiple sections of terrain per thread. When trying to do that in real-time and hopefully rendering the terrain before the player could see it, we achieved about 20 frames per second. So, a test case is definitely in order with each of the methods.
Jul
17
comment How can I incorporate physics into a procedurally generated world from a geometry shader?
The main problem we had was the GPU-CPU barrier. In the sense of, once we generate and render the terrain on the GPU, how do we figure out what the terrain looks like on the CPU side of things in order to do collisions and other things. I suppose your thought about keeping it on the CPU is valid. I mean, we can probably optimize our algorithm quite a bit and generate less terrain. I'll mark your response as the solution in a day or two to see if anyone else has a response. Thanks for provoking some alternative thoughts.
Jul
17
awarded  Student
Jul
17
asked How can I incorporate physics into a procedurally generated world from a geometry shader?