Cs345-2010

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* Smoke Main Page - http://software.intel.com/en-us/articles/smoke-game-technology-demo/- Outlines primary benefits of multi-threading in Games, and possibilities of use.  
* Smoke Main Page - http://software.intel.com/en-us/articles/smoke-game-technology-demo/- Outlines primary benefits of multi-threading in Games, and possibilities of use.  
* Smoke Overview Video - http://software.intel.com/en-us/videos/brief-overview-of-technologies-used-in-Intels-Smoke-Demo/- A Short video that explains the purpose of the demo, the tools used, and some design choices.
* Smoke Overview Video - http://software.intel.com/en-us/videos/brief-overview-of-technologies-used-in-Intels-Smoke-Demo/- A Short video that explains the purpose of the demo, the tools used, and some design choices.
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* Tech Overview Video - http://software.intel.com/en-us/videos/take-an-in-depth-look-at-Intels-smoke-demo/ - A longer video which gives examples of each of the listed calculations shown in the demo, and shows the difference between 8 threads and 1 thread.
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* {http://software.intel.com/en-us/videos/take-an-in-depth-look-at-Intels-smoke-demo/ |Tech Overview Video} - A longer video which gives examples of each of the listed calculations shown in the demo, and shows the difference between 8 threads and 1 thread.
* Procedural Fire Overview - http://software.intel.com/en-us/articles/an-overview-of-procedural-fire/ - Article that explains how the Procedural Fire decides where to burn, and when hit with water, where to be put out.
* Procedural Fire Overview - http://software.intel.com/en-us/articles/an-overview-of-procedural-fire/ - Article that explains how the Procedural Fire decides where to burn, and when hit with water, where to be put out.
* Parallel Game Engine Framework - http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine/ - Article explaining the decisions made when designing the demo as it pertains to an overall framework for threading a game engine.
* Parallel Game Engine Framework - http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine/ - Article explaining the decisions made when designing the demo as it pertains to an overall framework for threading a game engine.

Revision as of 18:46, 16 February 2010

Contents

Porting Intel's Smoke Game Demo to Linux

N.B. - If you edit by section (using the "edit" links next to the section heading) you will be much less likely to cause a Save conflict.


Background Information


Near Term Tasks

  1. Examine all of the documentation and build an annotated index of it in the wiki. Materials that are on-line already, e.g. the ones listed above, can have URLs and annotations. Ones that come with the source kit should just have titles, file system paths, and annotations. We don't want to upload those to the wiki without first checking with Intel about re-publishing their materials. (Nick)(Done!)
  2. Examine all of the source kit's directory tree and build an annotated map of it in the wiki. (Nick)(Done!)
  3. Examine all of the #includes in Smoke.cpp and propose solutions for porting/converting/removing each of them. Remember that #includes nest, we need to follow each thread starting with the ones in Smoke.cpp. (Sam)(Done!)
  4. Figure-out roughly how each of these works, what the dependencies are, etc. and propose a solution for porting/converting/removing each of them:
    • Logging (Gil)
    • Debugging (Gil)
    • EngineExecuteGDF (Gil)
    • main() in Smoke.cpp (Gil)
    • Argument processing in Smoke.cpp (Gil)
  5. Develop an ordered plan in the wiki (collective, in class on Tuesday)
    • Modules
    • Libraries
      • Ogre/OpenGL replacing DirectX (Sam)
      • Find and guard/eliminate .NET stuff (To Do)
      • DirectX -> ? conversion for SystemInput and SystemFire (To Do)
      • Havoc (Future)
    • Functionality
  6. Figure-out Doxygen and build a doc set (Sam)(Done!)
  7. Figure-out Make and construct the first simple Makefile that builds Smoke (collective, in class on Tuesday)

Documentation



Directory Tree

Note: Ogre subdirectories already include many things pertaining to Linux and OpenGL, so rendering differently may be easier than expected.


Smoke.cpp #include Files


System Path #include files

Format is: (A file that includes the header) #include <(include file)>

Sub-Systems

Logging

Debugging

EngineExecuteGDF

Ogre/OpenGL replacing Ogre/DirectX

High-level 3D graphics engine

OpenGL, DirectX, or Cg

Figure out how DirectX is being used and switch out DirectX functionality (HLSL in Ogre), with OpenGL (GLSL).

 ? replacing .NET

DirectX -> ? conversion for SystemInput and SystemFire

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