MASSIVE FSG project

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inferno

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Sep 7, 2008, 10:06:34 PM9/7/08
to Falling Sand Games Development
Project: Make the most epic FSG evar.

http://groups.google.com/group/fsg-dev/web/fsg-sigma

The above will be used for news and a list of team members.

Proposals: Particle-based, scriptable, at least 200-300 frames per
second with blank screen. Written in C/C++ (being that most of us
here [tehcheese and myself] know C(++)) with SDL backbone (for
relative speed and ease of use) with a possible Lua scripting parser
for ease, or perhaps the use of the new V8 Javascript engine (search
Google for "google chrome comic") because of its amazing speed? (at
least x20 faster that Internet Explorer's JS engine and x6 faster than
Firefox 3's, with incredible stability features).

kotsoft

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Sep 8, 2008, 8:27:50 PM9/8/08
to Falling Sand Games Development
Here's an image of a multithreaded particle simulation with 32768
particles.

http://pollutedplanet.googlepages.com/fallingsand.jpg

It will distribute work on any number of cores.

I'm also wondering if we should utilize the gpu for any of the
physics? If we have particle physics the cpu will be pretty much
bogged down.

inferno

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Sep 8, 2008, 8:32:30 PM9/8/08
to Falling Sand Games Development
Question: How exactly would one distribute a workload of any type
between the GPU and CPU? I just don't see an easily feasible way to
do this.

kotsoft

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Sep 8, 2008, 8:49:28 PM9/8/08
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solving the navier stokes equations on the gpu and resolving particle
collisions on the cpu.

inferno

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Sep 8, 2008, 9:01:53 PM9/8/08
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I meant how as in what libraries or general coding methods would you
have to use in order to do so?

kotsoft

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Sep 8, 2008, 9:06:40 PM9/8/08
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for example cuda could be used for the gpu fluid simulation. it only
works for nvidia cards though, so we should have a little settings
screen to enable or disable certain high-end features.

inferno

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Sep 8, 2008, 9:13:17 PM9/8/08
to Falling Sand Games Development
I noticed that while doing some research, and I must say that CUDA is
not exactly the easiest API to learn (or implement).

kotsoft

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Sep 8, 2008, 9:14:22 PM9/8/08
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i'll cover the CUDA part.

inferno

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Sep 8, 2008, 9:16:04 PM9/8/08
to Falling Sand Games Development
Alright, then. I suggest we move it to the new ZB site so we can have
a bit more options (link is on front page).
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