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#31
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I understand the differance between threads, cores, processes etc Also the reason I hate programming is debugging because I accidently put a comma or a mistype somewhere and the whole damn thing goes nuts and spams me with errors and I cry into my keyboard as I spend the next day going through 1 hour of code to find the mistake ![]() |
#32
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![]() No - that memory I'm talking about is just the RAM memory that the threads share and that is allocated to the process and it's subthreads by the OS. That memory is then divided into the stack (variables, structs etc - normally with short lifespan that is "cheap" and fast) and the heap (where objects etc are dynamically stored for a longer time and you allocate and deallocate that memory yourself (and it is slower than the stack)). This is all stored in RAM unless the OS decides to swap it to disk if it runs out of memory (but you are fine with your 12 GB ![]() If you did not like debugging straight single thread code you can imagine doing that in multi threaded code with eight threads messing with each other and you don't really know the state of that 109... Is it dead or alive? The CollisionAndResponse thread thinks it is not but the AIThread does not know that so can we call it the opposite of brain dead? ![]() |
#33
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That doesnt mean its not usable for physics simulation like aerodynamics. Surely you've seen all the hydrodynamics simulations. If it works for water, I dont see why it couldnt work for air: |
#34
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Bravo, mazex! I applaud your patience and the clarity of your explanation!
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#35
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Anyway thanks for the polite and well thought out responses, but be wary my eye in the sky is watching for you to make a minor grammatical error so I can wtf divebomb you and call you an old fart who programmed typewriters for 20 years ![]() |
#36
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The main difference is Physx is not really a mechanic focused on physics as much as it is focused on solving and then "presenting" the effects. Its also GPU tied which needs to be rendering. Physx is great, but unless you have a dedicated card its better to buy a second card then have a non physx gpu. Atleast thats what people seem to think on the EVGA forums. |
#37
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![]() The bigger problem though is this: the flight dynamics engine is the core of any flight sim. You cannot rely on proprietary solutions like PhysX because you have to make sure it works for everyone, and also the same for everyone. It is much harder to debug, it is additional work even if only parts of the calculations are moved to the GPU and you run the risk of ending up with a dead solution should nVidia decide to drop it one day or maybe go out of business. |
#38
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[QUOTE=The Kraken;217731]Well air is compressible, water is not
![]() The bigger problem though is this: the flight dynamics engine is the core of any flight sim. You cannot rely on proprietary solutions like PhysX because you have to make sure it works for everyone, and also the same for everyone. It is much harder to debug, it is additional work even if only parts of the calculations are moved to the GPU and you run the risk of ending up with a dead solution should nVidia decide to drop it one day or maybe go out of business.[/QUOTE Yep I agree, I dont think physx should be in because it hurts ATI users, they need to come up with a standard system, but I dont think Havok will cut it either (specially not for flight modeling). |
#39
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I do remember seeing a video of Rise Of Flight where air movement was visualized with arrows, showing wind, prop wash, thermals and the like. I cant find the video, it was really impressive, and showed that game is modelling airflow to some extend (though probably not to calculate aerodynamic behavior of the plane). I was just guessing stuff like that could be offloaded to the GPU. As for PhysX as API, I was talking more generally about GPGPU. There is also OpenCL which works on both ATI and nVidia cards. |
#40
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![]() And regarding typewriters I don't have that (yet ![]() |
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