Search found 41 matches

by JDB
March 12th, 2017, 12:10 am
Forum: Everything
Topic: Win32 programming...not as fun.
Replies: 16
Views: 4819

Re: Win32 programming...not as fun.

I believe what you're looking for is the tick event of the timer. Each time it ticks you can update the position of the cards, then stop the timer after a certain number of ticks or after all cards have reached their final position.
by JDB
March 10th, 2017, 11:52 pm
Forum: Everything
Topic: Win32 programming...not as fun.
Replies: 16
Views: 4819

Re: Win32 programming...not as fun.

I would suggest using a timer to move the cards, you start the timer when the cards should begin moving and at every tick of the timer you adjust their position slightly, then stop the timer after a certain number of adjustments. I recently discovered that it's also possible to create Windows UI app...
by JDB
December 27th, 2016, 7:20 am
Forum: Everything
Topic: The EvoSim Engine
Replies: 4
Views: 1986

Re: The EvoSim Engine

Yeah our line of thinking is very similar. A perceptron is really quite simplistic, it just takes the sum of the inputs and runs the result through an activation function, typically a sigmoid function (which is why one of the node types in EvoSim uses the tanh function). ANN's can be very good for d...
by JDB
December 16th, 2016, 5:51 am
Forum: Everything
Topic: The EvoSim Engine
Replies: 4
Views: 1986

Re: The EvoSim Engine

Yeah I've seen that NEAT stuff before, definitely one of the more interesting approaches to evolving ANN's because the human brain has very regular and symmetrical network patterns. Quite some time ago I actually wrote a genetic algorithm to evolve ANN's but it was no where near as complex as the Ev...
by JDB
December 16th, 2016, 4:04 am
Forum: Everything
Topic: P-ray Engine (OpenCL+OpenGL)
Replies: 0
Views: 3920

P-ray Engine (OpenCL+OpenGL)

I did quite a bit of work on updating my ray tracing engine to use the GPU instead of the CPU. As a result I totally recoded the Chili Framework to work with OpenCL and OpenGL instead of DirectX. OpenCL is used to compute the frame rendering which is then displayed in an OpenGL window. Interoperabil...
by JDB
December 16th, 2016, 2:01 am
Forum: Everything
Topic: The EvoSim Engine
Replies: 4
Views: 1986

The EvoSim Engine

Hello again guys, been working on a rather interesting project lately and decided to make it open source. I don't really post on any other programming forums so decided to post it here even though it's not really related to game programming. It was a very good learning experience because I made use ...
by JDB
June 28th, 2016, 10:28 am
Forum: Everything
Topic: What good are unsigned ints?
Replies: 8
Views: 3026

Re: What good are unsigned ints?

Yeah array indexing is a good example. In my ray tracing engine I used unsigned integers for quite a few things. One thing I used them for was to count the number of vertices in a mesh. There's no need for a negative range in that case and I can index twice as many vertices by using an unsigned inte...
by JDB
June 27th, 2016, 12:12 pm
Forum: Everything
Topic: What good are unsigned ints?
Replies: 8
Views: 3026

Re: What good are unsigned ints?

The only real advantage to using an unsigned int is probably in situations where you only need to store positive numbers but an unsigned int doesn't go high enough for what you need, or you're not sure how high it might need to go so you need as much room as possible. For example a 32bit integer goe...
by JDB
May 27th, 2016, 1:26 pm
Forum: Everything
Topic: Rendering Polygon Scenes With Ray Tracing
Replies: 20
Views: 8499

Re: Rendering Polygon Scenes With Ray Tracing

There's one other important optimization method I forgot to mention in my last post but I did briefly mention it in the paper. A traditional 3D acceleration structure can be precomputed for each object and used to sort the triangles in the mesh so that when it comes time to test a ray against that o...
by JDB
May 25th, 2016, 1:50 pm
Forum: Everything
Topic: Rendering Polygon Scenes With Ray Tracing
Replies: 20
Views: 8499

Re: Rendering Polygon Scenes With Ray Tracing

///////////// Solid and Transparent surfaces ///////////// I've been losing sleep over this, lol. I know I've been pushing hard to get away from linked lists, but man figuring out how much ram to allocate ahead of time is pretty difficult. Read an article that really explains why linked lists are a...