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Author Topic: pathfinding using openCL / GPU  (Read 3211 times)

Kholint

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pathfinding using openCL / GPU
« on: May 13, 2009, 10:03:08 pm »

Did a quick search and couldn't find anything that mentioned this, so here you go (hope it's not already been linked to):

http://developer.amd.com/documentation/videos/pages/froblins.aspx

Really worth reading:
http://ati.amd.com/developer/SIGGRAPH08/Chapter03-SBOT-March_of_The_Froblins.pdf

What's especially exciting (and uncanny) about this is that the GPU-accelerated froblins world is tile/cell-based and populated with hundreds of little easily frightened, bumbling creatures that potter about en masse. Food for thought!
« Last Edit: May 13, 2009, 10:10:12 pm by Kholint »
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Idiom

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Re: pathfinding using openCL / GPU
« Reply #1 on: May 13, 2009, 10:53:02 pm »

Eventually.

Parallel processing and DF won't happen until someone else who can ends up with the DF project or Adams stocks up on enough aspirin and learning drugs to take a crack at it.
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macdonellba

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Re: pathfinding using openCL / GPU
« Reply #2 on: May 14, 2009, 07:01:35 pm »

It's not really pathfinding as such: as explained in great detail in the article, the demo sacrifices global planning update frequency and restricts itself to a small set of goal types in order to make the gradient-based system work efficiently. As far as algorithms go, it's next to useless for interactive instructions, seeking out other units, or even just dealing with a significant number of goal types (due to the fact that the global planner must traverse the entire map periodically à la Dijkstra's algorithm.) In fact, the only real parallelism implemented in their model is mandated in order to make it perform as well as another running serially on a CPU. It's a nice tech demo, but not at all applicable to DF (or any game with actual dynamic goals.)
« Last Edit: May 14, 2009, 07:12:03 pm by macdonellba »
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