Search found 11 matches

by shadow008
Aug 23, 2015 16:04
Forum: Projects
Topic: shadow's voxel engine
Replies: 2
Views: 903

Re: shadow's voxel engine

counting_pine wrote:Hi. Sorry to not be on topic, could I ask you to replace the bandwidth-heavy images with PNGs (or JPEGs if quality isn't important)?


Replaced with png. Although it would be better if there was just a thumbnail image with a link to view the full thing. Is that possible on these forums?
by shadow008
Aug 22, 2015 21:00
Forum: Projects
Topic: shadow's voxel engine
Replies: 2
Views: 903

shadow's voxel engine

Forgive the title, I have yet to figure out what to actually call it. So a long time ago I had posted an implementation of marching cubes. That has now been turned into a full blown voxel engine project that I've been picking at every now and then. But now, I have a stable implementation of somethin...
by shadow008
May 03, 2015 18:53
Forum: Projects
Topic: Native linked lists library
Replies: 39
Views: 5775

Re: Native linked lists library

I don't think it would work for two-word types such as a pointer to a type (mytype ptr), nor lists of lists, would it? Actually, if he added in one more conditional in the macro, you could support pointers no problem. Something like: #Macro ListOf(DataType, Comparable, AsPointer) And then the data ...
by shadow008
Mar 08, 2015 4:58
Forum: Projects
Topic: Marching Cubes implementation
Replies: 8
Views: 2535

Re: Marching Cubes implementation

Well, I think I've done all I want to do with marching cubes. https://dl.dropboxusercontent.com/u/5319168/MarchingCubesOpenCLScreenshot.png (Image of a 15x3x15 @64^3 voxels per chunk, or ~300 million voxels had at least a noise function ran on them. ~18 seconds for generation on an AMD HD 7850. ~7,3...
by shadow008
Dec 28, 2014 4:54
Forum: Projects
Topic: Marching Cubes implementation
Replies: 8
Views: 2535

Re: Marching Cubes implementation

Thanks for that DJ Peters, I actually wasn't aware of import libraries. I thought you simply swapped out the DLL for one that matched your own box :P So I updated the link above to include the import library. Everything seems to still work here so I hope I did it correctly. But I don't get how that ...
by shadow008
Dec 27, 2014 4:27
Forum: Projects
Topic: Marching Cubes implementation
Replies: 8
Views: 2535

Re: Marching Cubes implementation

Alright then, with the semester having finished and being off work for a while, I finally got around to finishing my OpenCL implementation. A test scene that use to take around 25 seconds to generate on the CPU can be generated with OpenCL in around 2 (even with more complex noise operations)! I'd s...
by shadow008
Dec 26, 2014 21:21
Forum: Libraries
Topic: OpenGL context from ScreenRes created window?
Replies: 2
Views: 975

Re: OpenGL context from ScreenRes created window?

In which case, I'll just use the API. I was kind of hoping that since you can use a native FB call to create the context, you could use a native FB call to retrieve it. But that might just have been my nitpicking. It's outdated ! OpenCL 1.0 <- my FB port OpenCL 1.2 OpenCL 2.0 <- current version If I...
by shadow008
Dec 26, 2014 10:02
Forum: Libraries
Topic: OpenGL context from ScreenRes created window?
Replies: 2
Views: 975

OpenGL context from ScreenRes created window?

As the title says, is there a way to grab the OpenGL context created from using ScreenRes ,,,,FB.GFX_OPENGL ? Similar to wglGetCurrentContext() and wglGetCurrentDC(), but without needing to use that API to create the context in the first place. I had hoped something along the lines of ScreenControl(...
by shadow008
Nov 23, 2014 5:30
Forum: Projects
Topic: Marching Cubes implementation
Replies: 8
Views: 2535

Marching Cubes implementation

It's a pretty old and pretty well known procedure, but FreeBasic didn't have an implementation (that I was able to find). The code came from: http://paulbourke.net/geometry/polygonise/ and it's mostly translated 1 to 1, so refer to the original source when stuff doesn't make sense. There's also this...
by shadow008
Apr 30, 2014 22:00
Forum: Projects
Topic: Procedural terrain engine.
Replies: 6
Views: 1289

Re: Procedural terrain engine.

rollie: Concerning the console log, I didn't notice any lag on this end, but I can see why it could cause some. D.J.Peters: I just assumed that because it's a Basic dialect, you throw END at the "end" and everything works out fine... That's logical, right? (lol) As for the linux file syste...
by shadow008
Apr 29, 2014 0:33
Forum: Projects
Topic: Procedural terrain engine.
Replies: 6
Views: 1289

Procedural terrain engine.

Hey everyone, first post. Let's be friends. Ok? Awesome, thanks. Now that that's over: https://dl.dropboxusercontent.com/u/5319168/InfiniteTerrain.zip So I've been working on this for a while now as a nice little project. As the name implies, it's just a procedural terrain engine. I had originally s...

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