FluidPlugin Alpha out(CHECK OTHER THREAD)

New releases and general discussions.

Post » Fri Aug 13, 2010 10:25 pm

anyone who wants to help please run this
download(720k)

this is a 50x50 grid of fluid, and 2500 moving sprites taking advantage of multicore processors

you won't see anything on the screen happening but just move the rocket around randomly
it's adding ink nonstop invisibly, and all the testing is going on in the background
I'll try to make another larger gridsize benchmark in a little while, but this should start to give use a general idea of how it could run

after you've given a second for some ink to get out, please left click, and then paste into a reply to give me your benchmark data
please paste, and don't just give your fps, because it will help me verify it's recognizing all cores
if you want to add your gfx card info that'll be useful mainly only if it's not running over 100 fps

thanks anyone who helps,
here's my info:

fps:302
threads:4
cores:4
Advanced Micro Devices
3415mhz
Spriter Dev
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Post » Fri Aug 13, 2010 11:00 pm

fps:71
threads:2
cores:2
Advanced Micro Devices
2209mhz

Graphics card: ATI Radeon HD 2600 XT (512 MB)

A bit confusing...the onscreen counter tells 142 fps...and subsequent clicks copy even less fps than the above (like 48, 25, etc)
cpu 67%
gpu 11%
if this helps
Image
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Post » Fri Aug 13, 2010 11:07 pm

thanks tulamide, anyone who gets a lower fps with this please manually tell me the real steady fps
I think the hardware profiler is slowing it down for one tick, I'll fix that later, but for now:

[quote:2v7xgcmu]anyone who wants to help please run this
download(720k)

this is a 50x50 grid of fluid, and 2500 moving sprites taking advantage of multicore processors

you won't see anything on the screen happening but just move the rocket around randomly
it's adding ink nonstop invisibly, and all the testing is going on in the background
I'll try to make another larger gridsize benchmark in a little while, but this should start to give use a general idea of how it could run

after you've given a second for some ink to get out, please left click, and then paste into a reply to give me your benchmark data
please paste, and don't just give your fps, because it will help me verify it's recognizing all cores
if you want to add your gfx card info that'll be useful mainly only if it's not running over 100 fps

thanks anyone who helps,
here's my info:

fps:302
threads:4
cores:4
Advanced Micro Devices
3415mhz[/quote:2v7xgcmu]
Spriter Dev
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88
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Post » Fri Aug 13, 2010 11:36 pm

fps:32
threads:8
cores:8
Intel Corporation
2805mhz

On-screen FPS counter had 482 FPS though....

Its an i7 930
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Post » Fri Aug 13, 2010 11:45 pm

fps:36
threads:1
cores:1
Advanced Micro Devices
1799mhz

and Nvidia GeForce 9500 GT 1Gb

The steady fps was 105 for me.
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Post » Sat Aug 14, 2010 3:17 am

fps:148
threads:2
cores:2
Intel Corporation
1795mhz

HD 4670 512 MB
steady fps around 170-180
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Post » Sat Aug 14, 2010 3:25 am

much better then
I will proceed as planned
thanks everyone


also, just a teaser for those who will use google and youtube to decipher what I'm saying lest I just say it and generate too much excitement for something I'm not sure will work or not
what we've been doing here is fluid dynamics

I've found another free for commercial use source code for smoothed particle hydrodynamics, which is what I was really looking for in the first place

I won't say any more on that until I have a working demo, other than that I'm disgustingly excited about it
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Post » Sat Aug 14, 2010 10:02 am

[quote="lucid":1ubwyuaz]other than that I'm disgustingly excited about it[/quote:1ubwyuaz]

....... ew!
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Post » Sat Aug 14, 2010 4:41 pm

are you gonna implement particle advection? all it does is set the velocity (x,y) of a paritcle (point) based on its position, weighted by which block/grid it's currently closest to
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Post » Sat Aug 14, 2010 5:04 pm

Unless I'm misunderstanding, the way to do that would just be to set sprite speed to
Xspeed=fluid.velocityx(sprite.x,sprite.y)
Yspeed=fluid.velocityy(sprite.x,sprite.y)
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