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Message par Stauk le Jeu 18 Mai 2017 - 12:26

La question que nécessairement tout le monde se pose sur ce fil ....
Pourquoi utiliser cuda plutot qu'un pixel shader ? Et bien figurez que vous n'êtes pas les seuls à vous poser la question


https://devtalk.nvidia.com/default/topic/411789/cuda-vs-pixel-shader-a-list-of-reasons-one-over-the-other/


With cuda, you can write to arbitrary memory locations. With a shader, you're limited to writing to the pixel you're processing. That right there is probably the single biggest advantage of cuda. Yes, there are work-arounds with vertex/geometry shaders, but even in the best case, these will implicitly flush the instruction buffer, texture caches, require communication with the CPU, take a detour through triangle setup, ect. Can we say context switches? Thus, for scatter, it's clear that cuda is vastly more efficient.

Basically, the trade off is simple:
Cuda can do anything a shader can, and some things a shader can't, and almost always as fast or even a bit faster.
But cuda only works on Nvidia GPUs.




I would add that shared memory is the other big advantage of CUDA/OpenCL over pixel shaders. This can provide big performance improvements in bandwidth-limited image processing algorithms.




- Can set number of threads
- Can set number of blocks
- Can optimize using different memory spaces available
- Can customize thread load balancing to one's choosing

These are perhaps the most important points. There is a lot more transparency with CUDA. You know what magic numbers affect performance and you can tune your code appropriately to make sure you get the most out of the video card.

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Message par Stauk le Jeu 18 Mai 2017 - 12:28

Petite page d'actualité


http://www.guru3d.com/news-story/nvidia-shows-testla-v100-based-on-volta.html

Over at GDC Nvidia today announced the Testla Volta V100 processor, this is a Volta based GPU based on Tensor architecture. Tesla Volta V100 will be fabricated on TSMC’s 12nm finfet process, pushing the limits of photo lithography as this GPU is huge.

The Tesla Volta V100 graphics processor has 5,120 CUDA / Shader cores and is based upon an incredible 21 Billion transistors. It offers what Nvidia calls 120 Tensor TeraFLOPS of performance. Gaming wise it would perform in the 15 TFLOP (fp32) region, delivered by a new type of architecture called Tensor cores. The R&D behind this did cost Nvidia many years and about $3 billion worth in investments, CEO JHH stated in his keynote. The first server and deep learning segmented products based on Tesla Volta V100 will become available in Q3 2017. The new Tensor Core is based on a 4×4 matrix array and fully optimized for deep learning. Nvidia stated, they felt Pascal is fast, but isn't fast enough. I already stated that the GPU is huge, it's 815mm2 huge and would fit roughly the palm of your hand.

   Massive 815mm2 die size
   12nm FinFet (TSMC)
   21B Transistors
   15 FP32 TFLOPS / 7.5 FP64 TFLOPS
   120 Tensor TFLOPS
   16GB HBM2 which manages @ 900 GB/s
   5120 Shader processor cores





Reconstitution d'accidents de voiture
Spoiler:




Développer un jeu vidéo en tant qu'indépendant, le workflow complet
Spoiler:

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Message par Stauk le Jeu 18 Mai 2017 - 13:17

Postuler chez google
Spoiler:






GLSL vs cuda
Spoiler:




Projets simples pour tester GLSL
http://www.alanzucconi.com/2016/03/16/cellular-automata-with-shaders/




Volume rendering (unity .. mais j'imagine qu'on doit pouvoir faire la même chose avec des shaders. J'imagine)

http://www.alanzucconi.com/2016/07/01/volumetric-rendering/
Ouais, ben salut quoi - Page 10 V1

http://www.alanzucconi.com/2016/07/01/raymarching/
Ouais, ben salut quoi - Page 10 Sdf10




GLSL library for sign distance function
http://mercury.sexy/hg_sdf/


Sphere tracing: a geometric method for the antialiased ray tracing of implicit surfaces
http://graphics.cs.illinois.edu/sites/default/files/zeno.pdf
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Message par Stauk le Jeu 18 Mai 2017 - 15:50

Si j'avais le temps (ou le courage ptet), je lirais plus de discussions sur les forums de jeux ... de la chimie de l'oxydation de l'acier, aux concours de qui ....


Omg your rooms are beautiful. Mine are functional... at best.
Ahem. In any case, I do use personal rooms as opposed to a barracks for the reasons you outlined. I have small mediocre statues in some rooms, and my colonists are about as happy as they can be for working in a sweatshop.


What do you mean by functional rooms? Aren't those sleeping bags good enough?


You use bags?
I just carve a square on the floor.....


You carve a square on the floor? I just say go lie down in that corner......


You lie down in a corner? My whole family lived in a shoe in the middle of the road. **


Luxury! My family lived under the road, and we had to share our hole in the ground with a family of carnivorous rats!


You ingrate! I lived in a 7 square-foot subterranean cave with a bunch of rapey, cannibalistic reavers constantly biting me for twelve years before I could earn enough to move to the cave with the rats!


BAH! Paradise! Me and my family lived, with 100-ish other families in a very hot cauldron in 1st circle of Hell. I had to wake up at 3 am every morning, half an hour BEFORE I go to sleep, travel all the way to 9th circle to poke some traitor in the eye. Every day! No weekends! And I got payed in 100 whips with horse dick across my face per day.

Toute ressemblance avec un fil zc serait purement fortuite. j'ai mis ** pour la première réplique qui clairement sort des mécanismes prévus par le jeu en question pour entrer dans la surenchère gratuite.
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Message par tieutieu le Jeu 18 Mai 2017 - 16:06

lol!
Et encore, ça c'est rien! J'ai vu bien pire **
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Message par Stauk le Jeu 18 Mai 2017 - 21:47

wind turbine:




Plus d'infos .. avec les commentaires d'un internaute (du genre sceptique)

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Message par Stauk le Ven 19 Mai 2017 - 9:06

https://www.polygon.com/2016/11/4/13509622/rimworld-sexuality-problem-rock-paper-shotgun-tynan-sylvester
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Message par Stauk le Ven 19 Mai 2017 - 9:53

Agriculture moderne = pathologie végétale
Spoiler:



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Message par Stauk le Ven 19 Mai 2017 - 13:10

Mais arrêtez de cracher sur Edouard Philipe !
Spoiler:


Bon alors j'ai pas trop suivi les média, c'est bien le mec qui était dans la piscine avec Loana ?




http://www.color-blindness.com/deuteranopia-red-green-color-blindness/
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Message par Stauk le Ven 19 Mai 2017 - 14:48

Créer un jeu en 48h.
Spoiler:


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Message par Stauk le Ven 19 Mai 2017 - 15:07

WeblGL examples (normalement ça peut s'afficher sur votre browser)
Spoiler:
http://glslsandbox.com/e#40543.1
http://glslsandbox.com/e#40555.0
http://glslsandbox.com/e#40527.0

Simulation de vagues
http://glslsandbox.com/e#39642.4
http://glslsandbox.com/e#38269.1

Voitures
http://glslsandbox.com/e#39560.0

Pleins d'autres exemples ici :
http://glslsandbox.com/




Commanche
http://simulationcorner.net/index.php?page=comanche
http://www.playfuljs.com/a-first-person-engine-in-265-lines/




2D ray casting
https://taylorpetrick.com/blog/post/2d-ray-tracing



Atrium 3D
https://www.babylonjs.com/demos/sponza/







pour s'y mettre (doit yourself):
S'il vous prend l'envie de vous y mettre, un tutorial
https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Getting_started_with_WebGL

Au niveau de la portabilité ...
https://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences



En savoir plus sur les shaders (et les échanges d'informations entre les différents composant d'un programme webgl qui affiche un truc)
https://webglfundamentals.org/webgl/lessons/webgl-shaders-and-glsl.html



heum ... bon normalement à ce stade on devrait pouvoir déchiffrer le charabia d'un programme opengl. Par exemple celui ci
http://nullprogram.com/webgl-game-of-life/ [lien web vers la demo]
qu'on trouve sur github
https://github.com/skeeto/webgl-game-of-life

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Message par Stauk le Sam 20 Mai 2017 - 11:54

Arecheologie experimentale ?
(gladiateurs)
Spoiler:



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Message par Stauk le Sam 20 Mai 2017 - 13:28

2015, jeux qui ne se vend pas, le mec explique pourquoi (et ça se vends un peu mieux du fait de cette publicité)
Spoiler:



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Message par Stauk le Sam 20 Mai 2017 - 14:05

Steamspy, nombres de personnes possédant des jeux steams.
Petite liste perso pour me faire une idée

Skyrim : Owners: 11,511,895 ± 102,706 2015-04-23
Fallout IV : Owners: 4,212,655 ± 62,704
Xcom2 : Owners: 1,404,876 ± 36,337
Stellaris : Owners: 972,246 ± 30,245
Factorio : Owners: 892,376 ± 28,979
Noman's sky : Owners: 834,692 ± 28,029
Rimworld : Owners: 655,231 ± 24,839
Airscape : Owners: 338,955 ± 17,872
The guild II (renaissance) : Owners: 373,467 ± 18,759
xenonauts : Owners: 229,996 ± 14,724
Software Inc : Owners: 78,884 ± 8,624
Star ruler 2 : Owners: 52,754 ± 7,053
Capitalism + : Owners: 8,874 ± 2,893
Defect : Owners: 4,437 ± 2,045
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Message par Stauk le Sam 20 Mai 2017 - 21:47

De plus en plus une page html ressemble à un programme. On l'a vu plus haut, avec la capacité d'écrire des pages html dont une partie tourne sur la carte graphique ...

Une chose que les programmes des années 80 faisaient très bien, c'était d'enregistrer des fichiers. Vous écriviez un petit texte, dessiniez une image, "save", et voilà. On éteint l'ordi, on le rallume, on fait "load", et hop on reprend sont travail; Aujourd'hui avec notre ami "html", c'est un peu plus compliqué. Il y a eu plusieurs standards qui se sont succédé, et qui ont été abandonné. L'informatique avance lentement.

Pour autant que je puisse en juger, la nouvelle méthode est "ServiceWorker", qui permet de sauvegarder les données d'une application pour les moments où elle se trouve coupée d'internet.
https://jakearchibald.github.io/isserviceworkerready/

Il y a deux navigateurs qui supportent à peu près cette technologie :
- Chrome
- Firefox

Ouais, ben salut quoi - Page 10 Web-br10

Evolution temporelle :
https://en.wikipedia.org/wiki/Usage_share_of_web_browsers#/media/File:Browser_usage_share,_2009%E2%80%932016,_StatCounter.svg
http://www.zdnet.com/video/chrome-claims-majority-of-desktop-browser-market-netmarketshare/




Un article sur les web-app mobiles (offline ?)
https://www.sitepoint.com/offline-capabilities-native-mobile-apps-vs-mobile-web-apps/
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Message par Invité le Sam 20 Mai 2017 - 23:03

toussa pour l'espionnage, l'html devrait juste rester ce qu'il est , un code d'affichage

les browsers deviennent lents ou ingérables à cause des plugins, et scripts, juste un hotel pour héberger des codes

je pense que s'ils continuent dans cette voie ils tueront tout simplement le net

je le vois aussi en hébergement , les connaissances techniques deviennent exponentielles et plus personne ne suit vraiment, les failles se multiplient sans cesse et les faux sites se multiplient car les hackers connaissent bien évidemment ces possibilités d'écoute directe ou par sauvegarde

certains codes sont en effet terriblement complexe

exemple sur la page de 7/7

http://www.7sur7.be/

dans le temps il ya avait un utilitaire de traçabilité des traceurs, plus jamais lancé, mais sur une simple page on pouvait avoir plus de 10 traceurs

y compris des points dans une image

la plupart des outils ont été interdits et on ne se demande pas pourquoi

injecter un code est devenu une manie

https://legalhackers.com/advisories/MySQL-Exploit-Remote-Root-Code-Execution-Privesc-CVE-2016-6662.html

je ne joue pas ces jeux, ils me font chier par principe

mais si un jour je devais , je commencerai par me documenter sur ce qu'ont fait les hackers pour les copier puis les dépasser

ce n'est jamais si compliqué qu'on pense

et c'est sans doute finalement le plus grand risque

les script kiddies font cela depuis longtemps, mais aussi les services

des fois j'ai envie de faire sauter l'ensemble

mais je ne suis pas hacker , je ne sais même pas si je saurais en devenir un

comme dirait bruce willis j'ai passé l'âge de ces conneries

https://w3c.github.io/ServiceWorker/#service-worker-registration-navigationpreload

https://tc39.github.io/ecma262/#sec-promise-objects

"A promise is resolved if it is settled or if it has been “locked in” to match the state of another promise. Attempting to resolve or reject a resolved promise has no effect. A promise is unresolved if it is not resolved. An unresolved promise is always in the pending state. A resolved promise may be pending, fulfilled or rejected."

je vois donc déjà une faille majeure rien que dans ce système conditionnel et linéaire

injecter une promesse tenue n'est pas impossible et /ou la détourner de son chemin d'affichage

mais bref

dans un système, plus il y a complexité plus il y a de portes d'entrées

loi de zebulon

lol






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Message par Stauk le Dim 21 Mai 2017 - 1:24

Ouais, ben salut quoi - Page 10 Star_c10
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Message par Stauk le Dim 21 Mai 2017 - 10:30

One of things that makes WebGL seem complicated is that you have these 2 tiny functions, a vertex shader and a fragment shader. Those two functions usually run on your GPU which is where all the speed comes from. That's also why they are written in a custom language, a language that matches what a GPU can do. Those 2 functions need to be compiled and linked. That process is, 99% of the time, the same in every WebGL program.

https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
https://aerotwist.com/tutorials/an-introduction-to-shaders-part-1/





OpenGL échange d'info du vertex vers le fragment (shaders)
Spoiler:





3d particule simulations
Spoiler:

apic




Dernière édition par Stauk le Lun 22 Mai 2017 - 1:25, édité 2 fois
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Message par Stauk le Dim 21 Mai 2017 - 11:16

Le théorème de pythagore pour les nuls (en quelque sorte)
Spoiler:

Le théorème de pythagore pour les futurs ingénieurs
Spoiler:



scratch



Si je devais mettre un titre, je dirais "la relativité générale pour les nuls". Bon ça parle surtout du théorème de pythagore, forcément.
Einstein n'est pas mentionné. (sauf à 10:54, avec les artistes : jeune homme intrigué par une mouche non-euclidienne)
blah blah d'un matheu / la vérité si je mens:


Ouais, ben salut quoi - Page 10 Jeune_10


Point caré
Spoiler:


Le mec s'appelle point+caré .... lol, non mais lol quoi.


Dernière édition par Stauk le Dim 21 Mai 2017 - 12:32, édité 1 fois
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Message par Stauk le Dim 21 Mai 2017 - 12:31

poincaré (1908) a écrit:Le savant n’étudie pas la nature parce que cela est utile ; il l’étudie parce qu’il y prend plaisir et il y prend plaisir parce qu’elle est belle.
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Message par ortolan le Dim 21 Mai 2017 - 12:52

.


Dernière édition par ortolan le Sam 9 Déc 2017 - 8:29, édité 1 fois
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Message par Stauk le Dim 21 Mai 2017 - 13:10

ortolan a écrit:« Tout est relatif. » Perplexe Mouais, dans l'absolu c'est pas faux.

Et qu'est ce que tu penses de l'approche angulaire ? Nase ou nase ?
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Message par ortolan le Dim 21 Mai 2017 - 13:11

.


Dernière édition par ortolan le Sam 9 Déc 2017 - 8:30, édité 1 fois
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Message par Stauk le Dim 21 Mai 2017 - 13:21


La pensée ne doit jamais se soumettre, ni à un dogme, ni à un parti, ni à une passion, ni à un intérêt, ni à une idée préconçue, ni à quoi que ce soit, si ce n'est aux faits eux-mêmes, parce que, pour elle se soumettre, ce serait cesser d'exister.


Maintenant, ceux qui regardent la métaphysique comme démodée depuis Auguste Comte, me diront qu'il ne peut y avoir de métaphysique moderne. Mais la négation de toute métaphysique, c’est encore une métaphysique, et c’est précisément là ce que j’appelle la métaphysique moderne.


Si bien doué que l'on soit, on ne fait rien de grand sans travail.
https://fr.wikiquote.org/wiki/Henri_Poincar%C3%A9


http://www.culturepub.fr/videos/playskool-clipo-jules-2-ans-le-concepteur/


https://fr.wikipedia.org/wiki/Controverse_sur_la_paternit%C3%A9_de_la_relativit%C3%A9
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Message par Stauk le Dim 21 Mai 2017 - 13:54

Drame aux Us.

Un stormtrooper rate une marche (attention les images peuvent choquer les plus jeunes)
Spoiler:


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Message par Stauk le Dim 21 Mai 2017 - 17:51

Appel d'offre pour la plage de la Baule. L'état n'a plus les moyens de gérer les plages françaises.
Spoiler:


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Message par Stauk le Dim 21 Mai 2017 - 18:02

J'aime bien ces blogs vidéos de développeurs indépendant, qui tentent des trucs [bon ici il tente juste un remake de minecraft mais bon]

Spoiler:


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Message par Stauk le Dim 21 Mai 2017 - 21:51

Je commençais à le soupçonner, et il semble en effet que ça soit le cas. Les shaders sont expliqué bien plus clairement dans le cadre d'openGl, que dans le cadre plus spécifique de webGL. On dirait que ceux qui utilisent webGL on tendance à présupposer pas mal de choses.

Spoiler:
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Message par Stauk le Dim 21 Mai 2017 - 22:44

Qu'estion importante du jour : how to make a midi unicorn (avouez que vous vous posiez secrêtement la question !)

réponse:


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Message par Stauk le Lun 22 Mai 2017 - 9:34

Cuda in games ? Mais c'est une solution propriétaire .. il faut une carte nvidia impérativement.
https://www.gamedev.net/resources/_/technical/game-programming/introduction-to-game-programming-with-cuda-r3427

OpenCL ?

discussion (redit)
https://www.gamedev.net/topic/682510-is-opencl-slowly-dying/

Javascript neural network
http://cs.stanford.edu/people/karpathy/convnetjs/


Neural network + webgl  :
.> To our knowledge(but we may be wrong!), our implementation is the first implementation ever to attempt GPU accelerating neural networks with WebGL <
https://news.ycombinator.com/item?id=12302932



The OpenCL 2.0 specification is going on four years old and it appears NVIDIA's proprietary drivers are finally getting ready to support this newer GPGPU computing specification.

Embarrassingly, NVIDIA hasn't supported OpenCL 2.0 by their drivers as they have been more focused on their own GPU computing standard, CUDA. Their drivers have been limited to OpenCL 1.2 even while the OpenCL 2.0 specification is over three years old and a NVIDIA employee is who leads The Khronos Group. Fortunately, in 2017, it's looking like things are changing.
https://www.phoronix.com/scan.php?page=news_item&px=OpenCL-2.0-NVIDIA-Preps#



Vulkan ?
Spoiler:



vulkan vulgarisation (english):



Vulkan veut être le successeur de OpenGL.

If you're really new to 3D graphics, OpenGL, or one of the traditional APIs, is the best place to start learning and not get totally swamped by all the details that you need to drive Vulkan. The interesting thing is over time, the middleware layer could evolve to potentially provide some interesting learning platforms over time. Right now, if you are starting from scratch, start with OpenGL.


In OpenGL, the only choice for writing shaders is to use GLSL, and pass the GLSL into the driver at runtime. In Vulkan, you can also write in GLSL, and use an offline tool chain to translate that to SPIR-V. (Standard Vulkan only accepts SPIR-V). There are plenty of other choices, and there will likely be lots of people experimenting with different languages and different kinds of tool chains, middleware, and game engines as a variety of ways of generating the SPIR-V that goes into the driver. So you can do it the way it works for OpenGL, or you can experiment with the new and different ways. Some of those can be linked directly into an application, so you don't have to rely solely on offline support. We usually call it off-driver support, but you could do it online by using a side tool real-time. It just isn't part of the core Vulkan drivers stack.



[th]OpenGL[/th][th]Vulkan[/th]
One single global state machineObject-based with no global state
State is tied to a single contextAll state concepts are localized to a command buffer
Operations can only be executed sequentiallyMulti-threaded programming is possible
GPU memory and synchronization are usually hiddenExplicit control over memory management and synchronization
Extensive error checkingVulkan drivers do no error checking at runtime;
there is a validation layer for developers







Vulkan async shaders
Spoiler:





WebCL : binding navigateur / openCL. (non disponible actuellement ...)
https://www.khronos.org/webcl/
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Message par Stauk le Lun 22 Mai 2017 - 10:51

webgl game of life, explications

http://nullprogram.com/blog/2014/06/10/
http://nullprogram.com/webgl-game-of-life/





Indie physic game engine
Spoiler:









2d games vs 3d games (témoignage)
http://batholithgames.com/2d-vs-3d-indie-games/

If you have been following the Indie game market on steam (or gog), you will notice that many of the most successful indie games are 2D games, where as very few (recent) 2D AAA games have garnered the same success. And vise versa for 3D games. I think much of this boils down to the above perceptions… 2D is for indies, and 3D is for AAA. If you are and indie making a AAA game you have to either A) battle that perception and inform the community of who you are repeatedly, or B) somehow make a AAA quality game with 1/50th the team size, and 1/1000th the team budget. Ofen this will lead to a good game getting crushed by unreasonable expectations of the 3D perception… Likewise if you are a AAA team making a 2D game, then you run the risk of the community simply expecting more from you, and no matter what you make they may/will respond with “But its not 3D” and down vote you. This can again lead to a good game getting crushed under the weight of expectations that are unreasonable.

I would say for an indie studio it is a win for 2D, while for a AAA studio it is a win for 3D.

Utilisation de la 3D (accélérée) dans l'affichage 2d
http://ithare.com/game-graphics-101-rendering-2d-on-gpu-shaders/


if by any chance your 3D rendering happens to fail on 1%3 of devices (which is really difficult to avoid in real world) – your support will be able to say “hey, try unchecking this checkbox”, solving the problem and saving you from quite a lot of disgruntled customers (at least until you figure out the problem, which may take a while); this tends to relieve the pressure on both support and development A LOT.

And last but not least, an ability to switch off that nice-looking but battery-expensive shaders when I am away from my wall socket, brings you as a developer additional brownie points from me as a player :-).

as a rule of thumb, physics is done by CPUs, and visuals are done by GPUs.
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Message par Stauk le Lun 22 Mai 2017 - 18:43

Le japon a un vrai problème de criminalité.


In fact, as the police run out of things to do, they are becoming more inventive about what constitutes a crime, says Kanako Takayama of Kyoto University. In one recent case, she says, they arrested a group of people who had shared the cost of renting a car, deeming the arrangement an illegal taxi. Some prefectures have begun prosecuting people who ride their bicycles through red lights
http://www.economist.com/news/asia/21722216-there-was-just-one-fatal-shooting-whole-2015-crime-dries-up-japans-police-hunt


Fifteen years ago police in Hokkaido, in Japan’s sparsely populated north, conspired with yakuza gangsters to smuggle guns into the country so they could meet quotas for finding them.

Yakuza c'est has-been, toi aussi devient policier.


The courts dismissed the case of the beer thief in Kagoshima, despite all the work that went into it.

Ouais, ben salut quoi - Page 10 52846811



Japan is almost crime-free not thanks to the police, says Yoshihiro Yasuda, a campaigning lawyer, but because people police themselves.
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Message par Stauk le Lun 22 Mai 2017 - 22:20

Deep learning, 8 bit précision.
La nouvelle nvidia titan X, fait sa publicité sur ses performances en calculs 8 bits (44 milliers de milliards d'operation / seconde)

https://petewarden.com/2015/05/23/why-are-eight-bits-enough-for-deep-neural-networks/
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Message par Invité le Lun 22 Mai 2017 - 23:28

oui la puissance de ces cartes est monstrueuse et porte le super calcul chez les particuliers fortunés, on peut même envisager du big data sur "petite" machine et ou des simulations complexes de calculs , comme celles du seti dans le temps

merci pour le lien

https://petewarden.com/

je note que le "For something so simple, it turns out it’s amazingly hard for compilers to speed up without a lot of human intervention. This is the heart of the GEMM matrix multiply function, which powers deep learning, and every fast implementation I know has come from old-school assembler jockeys hand-tweaking instructions!"

https://petewarden.com/2015/10/25/an-engineers-guide-to-gemm/

on retrouve une technique présentée dans le mooc big data qui consiste à présenter la matrice autrement, par exemple en ligne ou colonne pour en accélérer le traitement logiciel

des cartes rapides on comprend alors font plus vite 1 milliards d'op simples que 1 milliards d'op imbriquées

le génie humain de l'optimisation est tjs utile, ouf, on sert encore à quelque chose mdrrr

en python ils bossent aussi sur des matrices linéarisées en somme

comme quoi l'important est la manière de poser la bonne question

je persiste à penser que le vrai génie du big data est un art et non une science


comme dans sherlock ou heroes, relier des points temporels d'une matrice d'informations donnée



c'est un peu le job des scénaristes et scripts des séries d'Hollywood, se souvenir des caractéristiques et liens entre choses lieux et gens et autres variables,

le cerveau prend la matrice informative et trouve les chemins reliant les informations

une ia pourra sans doute faire cela si on lui apprend comment relier sans lui indiquer comment commencer

et surtout de trier les chemins qui ont un sens et ceux qui n'en n'ont pas




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Message par Stauk le Mar 23 Mai 2017 - 7:10

Zebulon252 a écrit:
le génie humain de l'optimisation est tjs utile, ouf, on sert encore à quelque chose mdrrr
je persiste à penser que le vrai génie du big data est un art et non une science

On peut toujours rêver. Les résultats récents montrent que l'intelligence humaine a assez peu d'intérêt. A contrario l'humain classique, simple, celui qui aime acheter des robes et regarder des matchs de foot est numériquement plus complexe que l'ingénieur. Donc moins remplaçable.

Là où il reste un espoir (pour ceux qui veulent d'un humain intelligent roi), c'est qu'on atteint un peu les limites physiques de nos ordinateurs, et donc ce n'est pas clair s'il y aura autant de différence entre 2034 et 2017 qu'il y en a eu entre 2017 et 2000 en matière de puissance de calcul disponible. Mais si on poursuit au même rythme, l'idée que l'intelligence humaine [ingénieur style] aura le moindre mérite [compétitivité] comparée aux supercalculculateurs semble à priori ridicule.
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Message par Stauk le Mar 23 Mai 2017 - 11:32

steam spy




Long Live The Queen : Owners: 344,795 ± 17,569 (8 Nov, 2013)
long live the queen:

You take the role of Princess Elodie, who needs to be trained to be a proper queen because Disney dictates that no princess is allowed to have a living mother. You end up making all the decisions because your father is a lazy bum who's shirked off all of his responsibilities, but for some reason won't let you have your mother's keepsake. The kingdom is a mess, everyone is evil, and no matter what you do you just can't seem to save this poor little traumatized girl.




World's Dawn : Owners: 15,928 ± 3,777 (25 Jan, 2016)
World's Dawn:




Academagia : Owners: 4,216 ± 1,943 (13 Aug, 2010)
Academagia:

I bought this game years ago through a now defunct service that I long since lost the ability to re-download, and missed it dearly. I was so excited to see it come to Steam and play it again. It's one of my favorite games I've ever accidentally tripped on, and I'd love to enthusiastically endorse it whole-heartedly.

I can't do that however, because it's an extremely niche experience. It takes a certain sort of gamer to get into Academagia, and if you're not that type (I suspect most people aren't), you won't enjoy this game. If you are, however, you'll likely love it to tears.

Academagia places you in the shoes of a middle school aged child whom has just arrived for the first day of class in a strange large city at a school where not only do children learn grammar and arithmitic, but also learn the finer arts of magic. In fact, there's a staggering amount of things to learn about in this school. You couldn't possibly learn even a substantial fraction of them, which will drive perfectionists crazy. The flip side of this is that it encourages near endless replayability. On one playthrough (depending on how quickly you read, this can take 5 - 10 hours) you can make a spellcasting genius, a math wiz, a student athlete, and perhaps the next time a kid more interested in popularity than academics. Embrace this diversity and you will find yourself roleplaying a character that you'll come to get really attached to and will even feel the personality of the individual you've created. If you instead treat the game as an excercise in efficiency, and maximizing skills with the intention of domination and winning (one does not win or lose Academagia, they experience the Academagia) you'll instead find this a rather dull and empty time sink.

Thus the over arching point is, to be enjoyed, Academagia requires imagination. It's entirely text based. There are more than enough descriptions of the myriad of locations, the cast of characters, and the magical skills that compose the world, but in the end it's left to the player to imagine themselves navigating this setting through the eyes of an adolescent. The tutorial is not comprehensive nor very helpful in helping the player understand the finer points of how the game works, and it's a very valid criticism that it ought to be. But approach this design flaw from the perspective of a young child in a strange new place who doesn't know much about the world but that which they discover through trial and error, and suddenly I find this design flaw actually helps immerse me in my character and adds to the feeling of wonder when I do work something out for myself.

Gameplay revolves around using the skills you learn to navigate both random events that occour during the course of a normal week at school, and embarking on scripted adventures. Success and failure is dependent on being skilled in the right skill at the right time. Because any one character can only master a small number of the many learnable skills, you'll tend to fail more often than not. And more frustrating still, there's no way of knowing what skill will help you when until it's too late to do much about it. Approached from the eyes of a thirteen year old just starting out in life, this makes plenty of sense. Who amongst us doesn't remember those years largely for the embarassing moments spawned from childhood naievity? Approached from the eyes of a gamer who wants to win, and instead it's just a string of frustrating failures that will make you want to rage quit and play something else. Again, Academagia isn't about success or failure. It's about experiencing, regardless of oucome.

My only major gripe is that the game feels too short. The year ends right about the time you're really getting to feel the character you've created, and really begun to explore thier strengths. The deep spellcasting and social aspects to the game never quite come into thier own because there simply isn't enough time to get too deeply into anything. There seems to be a master plan involving the eventual release of a second year to continue the adventure. That would be beyond awesome if it ever happens, but considering the game is seven years old at this point, buyers should assume that what exists now is probably all they'll get. It's still worth it as is.

Thus if you're an imaginitive individual who truly loves to roleplay a character, for better or worse (often worse) in a strange new, but detailed, world, Academagia is a steal. If you just like playing games where you train a character to have all the highest numbers in all the best skills, there are better choices. Personally, I find it immersive like no other game, and it's one of my favorites.





Ant queen : Owners: 5,856 ± 2,290 (2016)
Spoiler:








HuniePop : Owners: 539,211 ± 21,965 ( 19 Jan, 2015 )
Spoiler:

HuniePop is pretty much your regular light dating sim. You ask girls generic questions, they in return quiz you to find out if you've paid any attention at all and in the end, if done correctly, you've humped every girl in town. For some reason though it feels more fun than dating sims usually. I'm still trying to determine if it actually is more fun or am I just being fooled to think so.

If you've played any dating sim before, especially any western-made, you've seen most of this game already. First you're introduced with your mission to get down with every girl you meet. Sometimes it's because you're trying to win a bet, sometimes you're doing it just for the hell of it, sometimes you're getting revenge, and so on, and so on. This time the reason is a magic fairy who comes to your aid because you're a pathetic mess and need to get some poon-tang ASAP. Then you run rampant around the town meeting girls and memorizing trivia you learn from them. Wooing the girls can be made easier by handing them various obtainable gifts.

What's different in this game is dating. Instead of putting anything you've learned in actual use, you're playing a round of Bejeweled... Candy Crush... You know, that puzzle game where there's a board full of bricks of different colors and you're supposed to swap bricks to create lines of three or more of same color. You need to get certain amount of points and you have 20 turns to do so. If you succeed, date is successful and your prey likes you a little bit more. However, every time you win a date game, next date becomes more difficult with higher target score. You can improve your in-game skills to get point multipliers, but at some point you're likely to find yourself in a situation where every move has to be magnificent. There's no time limit though, and sooner or later you're gonna understand why.

Once you've managed to bend your target under your will, it's time to move to your bedroom. Again you're facing your nemesis, the bling-bling puzzle game, but this time it's slightly different. You have unlimited moves, but your score keeps running down to zero. In order to reach your target you need to score faster than your points decrease. During this your conquest stands next to you in her underwear moaning. It's rather peculiar portrayal of intercourse, I must say. It makes you feel like you're rolling all over the place like a tornado, trying to twist and tweak everything you can, as fast as you can. If you can conjure a hysteric state of mind at will, it will be extremely helpful.

The game is put together very well. Graphics are pretty, background music can run hours without becoming annoying and voice acting is a lot better than you would expect, although sometimes it's difficult to believe that every girl has their own voice actress. Girls have extremely different, yet quite stereotypical personalities. Dialogue varies from hilarious to awkward to annoying, so a lot, but thanks to voice acting you don't want to skip any of it (unless you really hate the girl in question).

There are some minor nuisances. Once you've done the deed with a girl, there isn't any reason to interact with her again. There are some minor details like costumes and hairstyles you can always try to unlock but nothing that affects gameplay and nothing that matters at all in any way if you're not gonna see that girl anymore, and again, why would you?

Genital Jousting : Owners: 156,235 ± 11,829 ( 17 Nov, 2016)
genital jousting let's play [ames sensibles ne pas ouvrir merci]:

https://www.youtube.com/watch?v=e6VDIrnmi50

Kindred Spirits on the Roof : Owners: 11,243 ± 3,173 (12 Feb, 2016)
Negligee : Owners: 28,577 ± 5,059 ( 17 Nov, 2016)




licensed games:






Empires of the Undergrowth
Spoiler:


Dernière édition par Stauk le Mar 23 Mai 2017 - 12:53, édité 17 fois
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Message par Invité le Mar 23 Mai 2017 - 11:38

j'ai toujours vu l'ordinateur comme un second cerveau, un outil et non un maitre, que l'ia soit plus forte que l'intelligence humaine et ou la seconde c'est utile du moment qu'il y a toujours maitrise humaine

une technologie non maitrisée par les hommes doit être proscrite parce qu'elle n'a pas de sens en soi

je peux concevoir une certaine admiration technologique sur les prouesses des machines, mais cela reste des machines

évidemment si on leur donne une âme on entre dans la saga galactica et les zylons

et la question est a t on encore affaire à une machine ou à une forme de vie intelligente ?

Einstein did say « It has become appallingly clear that our technology has surpassed our humanity. » when he was questioned about the atomic bomb (Source: 2010, The Ultimate Quotable Einstein, Edited by Alice Calaprice, Princeton University Press, Princeton, New Jersey [Verified on paper]).

http://cimbcc.org/un-autre-canular-janvier-2013

https://www.youtube.com/watch?v=TnYsf2Yv8i8

c'est aussi la raison pour laquelle je suis opposé aux expériences folamour comme je les nommes, lhc et autres, on fait joujou avec des outils qu'on ne maitrise pas avec des conséquences qu'on ne maitrise pas nécessairement

et dont les applications pratiques sont hors de nos champs de conscience et de maitrise

chaque chose en son temps, il faut laisser le temps aux hommes de digérer le progrès technique

c'est la première fois dans l'histoire humaine que nous ne nous donnons plus ce temps de poser et réfléchir aux conséquences de nos actes

c'est une course en avant finalement peu intelligente





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Message par Stauk le Mar 23 Mai 2017 - 13:06

Skyrim : Owners: 11,511,895 ± 102,706 2015-04-23
Fallout IV : Owners: 4,212,655 ± 62,704
Stardew Valley : Owners: 2,478,403 ± 47,996
Xcom2 : Owners: 1,404,876 ± 36,337
Stellaris : Owners: 972,246 ± 30,245
Factorio : Owners: 892,376 ± 28,979
Noman's sky : Owners: 834,692 ± 28,029
Astroneer : Owners: 725,357 ± 25,334 (12/2016)
Rimworld : Owners: 655,231 ± 24,839
BeamNG.drive : Owners: 435,108 ± 20,161
Long Live The Queen : Owners: 344,795 ± 17,569 (2013)
Airscape : Owners: 338,955 ± 17,872
The guild II (renaissance) : Owners: 373,467 ± 18,759
xenonauts : Owners: 229,996 ± 14,724
Magical Diary: Horse Hall : Owners: 83,659 ± 8,610 (2012)
The Curious Expedition : Owners: 82,919 ± 8,618 (2015)
Software Inc : Owners: 78,884 ± 8,624
Star ruler 2 : Owners: 52,754 ± 7,053
There Was A Caveman : Owners: 17,568 ± 3,967 (2015)
World's Dawn : Owners: 15,928 ± 3,777 (25 Jan, 2016)
Caveman Craig : Owners: 15,225 (2015)
Capitalism + : Owners: 8,874 ± 2,893
Ant queen : Owners: 5,856 ± 2,290 (2016)
Defect : Owners: 4,437 ± 2,045
Academagia : Owners: 4,216 ± 1,943 (13 Aug, 2010)
A Little Lily Princess: Owners: 3,982 ± 1,888 (2016)


Dernière édition par Stauk le Jeu 25 Mai 2017 - 0:00, édité 3 fois
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Message par Stauk le Mar 23 Mai 2017 - 19:15

Heureusement des passionnés font des compilations pour vous:
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Message par Chuna le Mar 23 Mai 2017 - 19:55

A part les méchants dans les films, avez vous déjà vu des gens rire avec le rire des méchants dans les films ?

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Message par Stauk le Mer 24 Mai 2017 - 11:19

chuna56 a écrit:A part les méchants dans les films, avez vous déjà vu des gens rire avec le rire des méchants dans les films ?
Moi moi moi ! Moi haa, haa MOuaaa HaaaAAaa Haaa !
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Message par Stauk le Mer 24 Mai 2017 - 14:38

OpenGL headache.

Spoiler:


   gl: This is the base header file for OpenGL version 1.1. That means if you want to use any functionality beyond version 1.1, you have to add any extension library on this.
   glew: OpenGL Extension Wrangler Library. This is a cross-platform library for loading OpenGL extended functionality. When you initialize this library, it will check your platform and graphic card at run-time to know what functionality can be used in your program.
   glu: This is OpenGL utilities library, which has been not updated for long time. Don't need to use this header file.
   glut: OpenGL Utility Toolkit for Windowing API. This is good for small to medium size OpenGL program. If you need more sophisticated windowing libraries, use native window system toolkits like GTK or Qt for linux machines.
   glfw: OpenGL Frame Work. Another multi-platform library for creating windows and handling events. FreeGlut can be used as an alternative. glfw is designed for game development.
   glm: OpenGL Mathematics. It helps implementing vectors and matrices operations.


https://www.opengl.org/archives/resources/faq/technical/extensions.htm



This tutorial will teach you the basics of using the Vulkan graphics and compute API. Vulkan is a new API by the Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your application intends to do, which can lead to better performance and less surprising driver behavior compared to existing APIs like OpenGL and Direct3D. The ideas behind Vulkan are similar to those of Direct3D 12 and Metal, but Vulkan has the advantage of being fully cross-platform and allows you to develop for Windows, Linux and Android at the same time.
Du coup ça pose la question.

scratch
https://vulkan-tutorial.com/
study


The problem with most of these APIs is that the era in which they were designed featured graphics hardware that was mostly limited to configurable fixed functionality. Programmers had to provide the vertex data in a standard format and were at the mercy of the GPU manufacturers with regards to lighting and shading options.

As graphics card architectures matured, they started offering more and more programmable functionality. All this new functionality had to be integrated with the existing APIs somehow. This resulted in less than ideal abstractions and a lot of guesswork


DirectX12 vs Vulkan.
Bon c'est pareil en fait. Sauf que je ne suis pas très sur que DX12 soit open ...




Vulkan + Wine (émulation d'un jeu windows utilisant Vulkan sur un linux ..)
https://wine-staging.com/news/2017-01-25-blog-vulkan-dx11.html

OOM is the first big Windows-only game that provides support for the new Vulkan API and we were eager to try it out. When DOOM dropped the Denuvo protection in December, it was finally possible to get the game working in Wine with only a few additional patches. Everything necessary is now part of Wine Staging and you should be able to enjoy DOOM at almost native speed when using the Vulkan renderer. If you don't trust me, you can for example take a look at this comparison*. There might be a few minor bugs left, but all major functions of the game (single player, multi player, ...) work as expected.

*this comparison:





Compiler glfw
Dependacy ... xorg-dev
http://www.glfw.org/docs/latest/compile_guide.html#compile_deps_x11

Maintenant comment dans le diable je fais pour activer vulkan ... O_o ?
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Message par ortolan le Mer 24 Mai 2017 - 16:32

.


Dernière édition par ortolan le Sam 9 Déc 2017 - 8:30, édité 1 fois
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Message par Stauk le Mer 24 Mai 2017 - 18:20

@ortolan : je trouve pas le paquest synaptique, dans le cache j'ai que
Code:

xserver-xorg-input-synaptics-dev - Synaptics TouchPad driver for X.Org server (development headers)
xserver-xorg-input-synaptics - pilote de pavé tactile Synaptics pour le serveur X.Org
xserver-xorg-input-synaptics-dbg - pilote de pavé tactile Synaptics pour le serveur X.Org
Cela étant, j'ai déjà apt-get, je pense que ça rempli bien son rôle. Non ?



Synaptics was founded in 1986 by scientists and engineers Federico Faggin and Carver Mead, inspired by their interest in neural networks and their applications in technologies. Faggin and Mead applied their research and discoveries on neural networks and transistors on chips to build touch sensing solutions. The name of the company was derived from this combination, blending synapse and electronics.
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Message par Stauk le Mer 24 Mai 2017 - 21:53

Je lis des commentaires de jeux. Ark

Spoiler:

Ark Survival Evolved is a game that will make you feel many things. Initially you will feel frustration at your helplessness as you spawn nude on a beach at level one and can barely fend off the smallest of dinosaurs. Then you will meet people, these people will either be total jerks and just kill you over and over, or they will be really chill, and you'll form a tribe with them. You will spend countless hours with these people: farming materials, taming dinosaurs, and build bases. You will grow more and more in power. You will be meeting other players either passing through the server or settling down. You will know all the other tribes on the server that are worth knowing (i.e. the big tribes or friendly tribes). You will come across numerous other cultures as you find Chinese tribes and Spanish tribes, French and German, all while growing more and more powerful. You will on occassion have a set back, but at this point you're on a roll and now the games mechanics, have a good group of friends, and objectives that you have given yourself. You will feel happy with what you have accomplished.

But there is a downside. There must always be conflict, while it can be delayed for long periods of time, it will eventually come. And so another tribe will pick a fight with you. Your tribe will fight their tribe, and you may lose or you may win. Either way you've invested a lot into this server and these friends, so you'll never give up. Some other tribes will jointhe fight, picking sides. The winning side will probably kill all the dinos, take all the mats, and kill everyone on the losing side. Thus you have won your first war. You are now a power on the server worth being reckoned with. Soon enough, you'll get in an even bigger war as the losing side draws more and more people to aide them and you respond by getting more as well. Now the entire server is split 50-50, and a great war mars the server for days as both sides are constantly wiping one anothers bases. Eventually you'll win though, and the other side will leave the server. They'll be fed up. As the enemies are now gone, you are happy once more. You hated them just as they hated you.

Now a long period of peace has passed, a couple weeks. There is trouble brewing as a few of your allies are begin to grow wrestless and have infighting. Peace will try to be maintained through talks. But it will fail in the end, and more war will arise. This cycle will continue until only 2 tribes remain. These two tribes will be dominant in every regard: leadership, tactics, dinosaurs, and materials. Pitted against one another to see who will rule the server. You will fight your heart out against your former allies. You will destroy bases you'd once entered as a friend, now as an enemy. You will kill dinos whose names you helped come up with. You and your tribemates will be cycling out who gets to sleep because the battle will last over 24 hours. The fight will go on and on and on and on with no end. It will be exhilerating.

Then you win. Then you are the supreme ruler of the server. You are standing over the ruins of your former allies as you have proved yourself to be the mightiest. But then it will hit you. The sadness. As now all the people you had once known, months ago when you were just a little tribe starting out, will all be gone. Everyone you'd ever fought with and fought against are gone. While there is some joy in victory, it is very bitter as there is no one left to share it with. Your tribemates will still play, but it's not the same. Even if not in your tribe, you had a community. Friends. Foes. Maybe even lovers. Now all that is gone. You will pass the ruins of these once great tribes and feel a hole in your heart. New people will always arrive to challenge you, but you'll always beat them down. Destroying any hope they had. You'll build fortresses that'll reach the Heavens and have so many dinos it'll cause server lag. You'll build Great Walls across vast territories in order to denote your power. Finally, you'll get bored and leave.

Months will pass, and one day you'll see Ark still in your library and hop back on. You'll log back into your old server. Everything is different. New names, faces, bases, everything. Not a single structure you had built is left standing, not a single ruin. All of it is gone. The people on this server see you log in and ask if you want to join their tribe saying that 'Ark can be harsh for noobs', but you could never tell them. You could never tell them an entire servers history. The hundreds of thousands of hours of work you'd seen put in by that ancient world. The structures they couldn't ever even imagine. The wars you'd fought and people you'd met.

Pour bien faire, il faut imaginer les commentaires des autres personnes qui sont décrites (les perdants ..), on peut aussi les lires, et ça complète le récit.





Long Live The Queen

Spoiler:

As someone who loves both deep strategy games and the cutesy anime aesthetic, I was super excited after seeing the trailer for LLTQ. This game has SO much potential to be great, and for the first few hours it was.

The Good:

-Love the art and music
-The process of fiddling with your skills and moods and such is initially pretty fun
-I love the flavor text that accompanies all your class activities. It's really immersive going through the "process" of learning skills in that level of detail.
-Skill checks allow for lots of "little victories" that feel good, and the game makes it clear when you benefit from having the right skill. Elodie gets to have a lot of cool moments if you picked certain skills "correctly".

The Bad:

-It's difficult to figure out what "mood" I need to be in to get the right bonuses for the skills I want. UI could've been a lot better in this respect.
-Despite the wonderful buffet of choices offered in the UI, the game's strategy is actually very shallow. Most of these choices only affect optional story events and have no tangible impact on whether or not you win. Depending on your dialogue choices, it's possible to win with only 2 of the game's 42 skills leveled up.
-Because of the lack of meaningful skill choices, players who are interested in working out different strategies to win may quickly find themselves bored.
-The entire sequence of events happens on a fixed timeline, and unless you opt in to certain risks (whose rewards only affect your epilogue, and not your goal of surviving), you won't see much variation between playthroughs.

Did I mention a huge number of the skills are useless? What's that? You leveled up Horse Riding? Too bad, there's only one (optional) event in the entire game where it does anything. There's actually a discussion thread on the LLTQ community where people are debating which skill is the most useless, and there are many strong candidates to choose from...

Conclusion:

As a strategy enthusiast, I'm disappointed with how this game turned out. The trailer makes it sound like there are numerous paths to victory, but that's based mainly on narrative choices and has little to do with your skills. I geeked out like crazy when I first saw the skill list, thinking of all the different ways I could play and the hours I could spend delving into strategy. Securing victory through trade, warfare, treachery, magic... But most of the skills are only useful for unlocking fluffy side story events. If you're a completionist who's really into tracking down all those little events and collecting the achievements, it'll probably work for you, but sadly it did not work for me.

It's a shame. There's so much I liked about this game. Hanako is quite talented and clearly put a lot of work into the game's strategy elements. I feel like if they'd spent a bit more time fleshing out those choices and making them meaningful, it would have been a hit for me. Maybe next time? =/


Dernière édition par Stauk le Mer 24 Mai 2017 - 23:52, édité 1 fois
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Message par ortolan le Mer 24 Mai 2017 - 22:00

.


Dernière édition par ortolan le Sam 9 Déc 2017 - 8:31, édité 1 fois
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Message par Stauk le Jeu 25 Mai 2017 - 13:38

Ce micro robot pourrait bien vous chourrer votre voiture (titre à la science et vie ^ ^)
Spoiler:



Bouclier (anti-riot) vs throwing weapons
Spoiler:



On ne le verra pas sur cette vidéo, mais ce qui fonctionne bien, ce sont les arbalètes avec des pointes de chasses sur les carreaux.
Ouais, ben salut quoi - Page 10 Aj12610



Arbalètes et droit français
 La nouvelle classification repose désormais sur la dangerosité de l’arme, trois critères principaux sont pris en compte:

            la répétabilité du tir ;
            la capacité de tir sans rechargement ;
            la capacité de dissimulation de l'arme.



La législation actuelle répartie les armes en 4 catégories (en fait 5) :

A - Les armes interdites, principalement le matériel de guerre et les armes à feu camouflées

B - Soumis à autorisation, les armes courtes, facilement dissimulables comme les pistolets

C - Exigeant une déclaration, comme les armes longues à canon rayé

D1 - demandant un enregistrement, les fusils de chasse à un coup par canon

D2 - en vente libre et assimilées.

C’est donc dans cette catégorie que nous pourrions trouver ce qui nous intéresse. Examinons les sous rubriques :

-       a : Tout objet susceptible de constituer une arme dangereuse pour la sécurité publique.

-       b : Certaines bombes lacrymogènes

-       c : Certains Tazer

-       d : armes à feu neutralisées

-       e : armes de collection antérieures au 1 janvier 1900

-       f : reproduction d’armes antérieures au 1 janvier 1900

-       g : certaines armes à feu définies par arrêté

-       h : armes et lanceurs dont le projectile est propulsé de manière non pyrotechnique avec une énergie à la bouche comprise entre 2 et 20 joules

-       i : armes pour le tir a blanc et de détresse

-       j : munitions à poudre noire

-       k : matériel de guerre antérieur au 1 janvier 1946 et impropre au tir

-       l : matériel de guerre neutralisé et énuméré par arrêté.

Nos arbalètes, les arcs et le matériel d’archerie sont assurément concernés par la catégorie a) à laquelle suivant les circonstances ils peuvent être rattachés, mais au même titre qu’un tournevis, une pelle de chantier ou une boule de pétanque. C’est donc dans certains cas, une question d’appréciation. Le porteur d’une batte de baseball risque de ne pas aller très loin dans un aéroport et de se faire condamner pour port d’arme illicite.

Une lecture rapide nous permettrait de les ranger dans le h) mais elle concerne les armes comportant une bouche (extrémité du canon) comme les armes à air-comprimé et les paintballs.

http://arbaletesdiscount.com/content/3-legislation-armes-et-arbaletes




Ouais, ben salut quoi - Page 10 55756210
Elle est où la preuve ?




Science fiction vs réalité
science fiction:

Ouais, ben salut quoi - Page 10 53f63110

Réalité
Spoiler:

Ouais, ben salut quoi - Page 10 Fungig10
https://science.nasa.gov/science-news/science-at-nasa/2007/11may_locad3/
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Message par Stauk le Jeu 25 Mai 2017 - 15:51

humain vs IA
(le match ne dure que 6h)
Spoiler:

Résumé du match ... l'ordi joue des coups bizarres, les pros (en coulisse) se regardent en se demandant : mais qu'est ce qu'il fait ?
A la fin l'ordi gagne. On (les humains) ne sait pas pourquoi, car on a pas le niveau pour comprendre les parties.

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Message par Stauk le Ven 26 Mai 2017 - 10:15

Histoire de l'humanité. Vaste sujet. Quelles sont les forces qui rendent le contrendu de cette histoire intéressante, pour les enfants, les adolescents, les adultes ?

J'ai pas la moindre idée de comment répondre à cette question, il faut dire que l'histoire n'est pas mon principal sujet d'intérêt. Néanmoins j'ai quand même là, envie d'essayer d'y répondre, j'imagine que ça va prendre un certain de me faire ne serait-ce qu'une idée de la difficulté de la question.

https://en.wikipedia.org/wiki/History_of_the_world

Spoiler:

The millennium from 500 BCE to 500 CE saw a series of empires of unprecedented size develop. Well-trained professional armies, unifying ideologies, and advanced bureaucracies created the possibility for emperors to rule over large domains whose populations could attain numbers upwards of tens of millions of subjects. The great empires depended on military annexation of territory and on the formation of defended settlements to become agricultural centres. The relative peace that the empires brought encouraged international trade, most notably the massive trade routes in the Mediterranean, the maritime trade web in the Indian Ocean, and the Silk Road. In southern Europe, the Greeks (and later the Romans), in an era known as "classical antiquity," established cultures whose practices, laws, and customs are considered the foundation of contemporary Western culture.


https://en.wikipedia.org/wiki/Trade
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Message par Stauk le Ven 26 Mai 2017 - 10:19

https://en.wikipedia.org/wiki/Political_history


The first "scientific" political history was written by Leopold von Ranke in Germany in the 19th century. His methodologies profoundly affected the way historians critically examine sources; see historiography for a more complete analysis of the methodology of various approaches to history. An important aspect of political history is the study of ideology as a force for historical change. One author asserts that "political history as a whole cannot exist without the study of ideological differences and their implications."[5] Studies of political history typically centre around a single nation and its political change and development. Some historians identify the growing trend towards narrow specialization in political history during recent decades: "while a college professor in the 1940s sought to identify himself as a "historian", by the 1950s "American historian" was the designation.




Histoire des familles ?
http://listverse.com/2009/02/14/top-10-most-powerful-families-in-history/




Classical antiquity – Broad term for a long period of cultural history centered on the Mediterranean Sea, comprising the interlocking civilizations of ancient Greece and ancient Rome, collectively known as the Greco-Roman world. It is the period in which Greek and Roman society flourished and wielded great influence throughout Europe, North Africa and the Middle East.
Post-classical history – Period of time that immediately followed ancient history. Depending on the continent, the era generally falls between the years AD 200–600 and AD 1200–1500. The major classical civilizations the era follows are Han China (ending in 220), the Western Roman Empire (in 476), the Gupta Empire (in the 550s), and the Sasanian Empire (in 651).

https://en.wikipedia.org/wiki/Classical_antiquity




ancient history
https://en.wikipedia.org/wiki/Ancient_history

Africa:

https://en.wikipedia.org/wiki/Obelisk_of_Axum




Ancient hitory + assassination

https://en.wikipedia.org/wiki/History_of_assassination

Chanakya (c. 350–283 BC), an Indian teacher, philosopher and royal advisor, wrote about assassinations in detail in his political treatise Arthashastra. His student Chandragupta Maurya, the founder of the Maurya Empire of India, later made use of assassinations against some of his enemies, including two of Alexander's generals Nicanor and Philip.[1]

Towards the end of the Warring States period (3rd century BC) in China, the state Qin rose to hegemony over other states. The Prince of the state Yan felt the threat and sought to remove the Qin king (later Qin Shi Huang) and sent Jing Ke for the mission. The assassination attempt was foiled and Jing Ke was killed on the spot.

The Old Testament story of Judith illustrates how a woman frees the Israelites by tricking and assassinating Holofernes, the war-leader of the enemy Assyrians with whom the Israelites were at war.

Philip II of Macedon, the father of Alexander the Great, can be viewed as a victim of assassination. It is a fact, however, that by the fall of the Roman Republic assassination had become a commonly-accepted tool towards the end not only of improving one's own position, but to influence policy—the killing of Gaius Julius Caesar being a notable example, though many Emperors met such an end.




https://fr.wikipedia.org/wiki/Royaume_d%27Aksoum

https://en.wikipedia.org/wiki/Queen_of_Sheba

Balm of Gilead was a rare perfume used medicinally, that was mentioned in the Bible, and named for the region of Gilead where it was produced. The expression stems from William Tyndale's language in the King James Bible of 1611, and has come to signify a universal cure in figurative speech. The tree or shrub producing the balm is commonly identified as Commiphora gileadensis. Some botanical scholars have concluded that the actual source was a Terebinth tree in the genus Pistacia

https://en.wikipedia.org/wiki/Balm_of_Gilead




https://en.wikipedia.org/wiki/Incense_Route
https://en.wikipedia.org/wiki/Spice_trade
https://en.wikipedia.org/wiki/Incense

https://en.wikipedia.org/wiki/Tragacanth
Gum arabic is also used as a water-soluble binder in fireworks composition.
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Message par Stauk le Ven 26 Mai 2017 - 19:35

Go game, man vs machine (second match), verdicte.
Maintenant le champion de go (la machine) parle (bon elle est monomaniaque et ne s'exprime qu'à propos du go).

 Elle a trouvé que le champion humain était très crédible, et même que le début de partie l'a relativement impressionné (pour un humain s'entend).  Bon l'humain à perdu, mais ce fut la partie la plus disputée depuis que la machine (Master is the name of the machine here) s'est mis à jouer un peu sérieusement contre des humains.



Commentaire du meilleur joueur humain (19 ans ) :
Je connais les règles du jeu, mais comparé à la machine, il est clair que j'ai tout à apprendre.
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