Posted on May 12, 2008 by Josh Heitzman
From Nvidia PhysX features page “Available soom for PhysX-Ready GeForce Processors*” (yes their site had ’soon’ spelled incorrectly). On that same page that star at the end is specified as “* Note: NVIDIA will deploy PhysX on CUDA-enabled GPUs” and a google on “CUDA-enabled GPUs” reveals that these are the GeForce 8000 series cards [...]
Filed under: Game Development | Tagged: AMD, ATI, CUDA, GeForce, Nvidia, OpenGL, PhysX | 1 Comment »
Posted on February 24, 2008 by Josh Heitzman
Over the last week and half wxPython and PyOpenGL haven’t made me wish I was working in C++ except in one instance today where call through wxPython into wxWidgets wasn’t returning so long as the window was being moved or resized but it isn’t really that big of a deal since windows don’t actually get [...]
Filed under: Game Development, Programming | Tagged: Game Development, OpenGL, Programming, Project Wellinghall, Python | Leave a Comment »
Posted on February 15, 2008 by Josh Heitzman
At first look the Python bindings for DirectX, DirectPython were looking pretty promising. The API set is small, the included docs seem verbose enough to actually be useful, and the included samples illustrated using vertex and index hardware buffers directly which is one of the things I didn’t feel like grepping through the OGRE [...]
Filed under: Game Development, Programming | Tagged: DirectX, Game Development, OpenGL, Programming, Python | 1 Comment »
Posted on February 14, 2008 by Josh Heitzman
Prior to getting sick I had been making solid progress on planning and design for the games I want develop as well as some core technology that will be useful more serious endeavors as well. Once I started feeling better I figured just start doing some coding to get more familiar with Python, which [...]
Filed under: Game Development, Programming | Tagged: DirectX, Game Development, OpenGL, Programming, Project Wellinghall, Python | Leave a Comment »