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	<title>Comments for Miles Macklin</title>
	<atom:link href="http://mmack.wordpress.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://mmack.wordpress.com</link>
	<description>Code blog</description>
	<lastBuildDate>Sat, 22 Aug 2009 09:23:39 +0000</lastBuildDate>
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		<title>Comment on Atomic float+ by codah</title>
		<link>http://mmack.wordpress.com/2009/08/19/atomic-float/#comment-19</link>
		<dc:creator>codah</dc:creator>
		<pubDate>Sat, 22 Aug 2009 09:23:39 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=305#comment-19</guid>
		<description>Good work on the new Batman game, graphics look amazing and reviews seem really positive. 

Hope everything goes well for you at Lucas Arts. You sure have come a long way dude :)</description>
		<content:encoded><![CDATA[<p>Good work on the new Batman game, graphics look amazing and reviews seem really positive. </p>
<p>Hope everything goes well for you at Lucas Arts. You sure have come a long way dude <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on GPU Metaballs by mmack</title>
		<link>http://mmack.wordpress.com/2008/12/20/gpu-metaballs/#comment-17</link>
		<dc:creator>mmack</dc:creator>
		<pubDate>Mon, 11 May 2009 20:55:19 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=159#comment-17</guid>
		<description>OK the technique is really really simple.  Here are the basic steps:

1.  Set up a particle texture like the one in the demo, so that it&#039;s alpha channel represents density falling off from the center (any shape will do, experiment with different falloffs)

2.  Render a whole lot of these to a render target with additive blending, this create&#039;s a &#039;density texture&#039;.

3.  Enable alpha-testing, and blit the density texture to the back buffer.  The alpha threshold will affect the &#039;viscosity&#039; of the fluid.

Hope that helps :)
Miles</description>
		<content:encoded><![CDATA[<p>OK the technique is really really simple.  Here are the basic steps:</p>
<p>1.  Set up a particle texture like the one in the demo, so that it&#8217;s alpha channel represents density falling off from the center (any shape will do, experiment with different falloffs)</p>
<p>2.  Render a whole lot of these to a render target with additive blending, this create&#8217;s a &#8216;density texture&#8217;.</p>
<p>3.  Enable alpha-testing, and blit the density texture to the back buffer.  The alpha threshold will affect the &#8216;viscosity&#8217; of the fluid.</p>
<p>Hope that helps <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Miles</p>
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		<title>Comment on GPU Metaballs by kiplantt</title>
		<link>http://mmack.wordpress.com/2008/12/20/gpu-metaballs/#comment-16</link>
		<dc:creator>kiplantt</dc:creator>
		<pubDate>Mon, 11 May 2009 20:10:40 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=159#comment-16</guid>
		<description>I would also be interested in seeing the code or at least some explanation about the process used in this demo.

Thanks.</description>
		<content:encoded><![CDATA[<p>I would also be interested in seeing the code or at least some explanation about the process used in this demo.</p>
<p>Thanks.</p>
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	<item>
		<title>Comment on GPU Metaballs by gregory</title>
		<link>http://mmack.wordpress.com/2008/12/20/gpu-metaballs/#comment-10</link>
		<dc:creator>gregory</dc:creator>
		<pubDate>Sun, 08 Feb 2009 14:13:53 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=159#comment-10</guid>
		<description>indeed i would fancy looking at the code to understand how it&#039;s done

cool demo
cheers</description>
		<content:encoded><![CDATA[<p>indeed i would fancy looking at the code to understand how it&#8217;s done</p>
<p>cool demo<br />
cheers</p>
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		<title>Comment on Branch free Clamp() by mmack</title>
		<link>http://mmack.wordpress.com/2009/01/09/branch-free-clamp/#comment-9</link>
		<dc:creator>mmack</dc:creator>
		<pubDate>Tue, 13 Jan 2009 22:34:38 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=193#comment-9</guid>
		<description>Thanks, I should have realised that looking at the disassembly.

I did some more timing today and am less convinced it&#039;s always faster than a standard implementation, although as you suggested converting some of the parameters to doubles did seem to help.

I&#039;ll post some more detailed stats when I get a chance.</description>
		<content:encoded><![CDATA[<p>Thanks, I should have realised that looking at the disassembly.</p>
<p>I did some more timing today and am less convinced it&#8217;s always faster than a standard implementation, although as you suggested converting some of the parameters to doubles did seem to help.</p>
<p>I&#8217;ll post some more detailed stats when I get a chance.</p>
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		<title>Comment on Branch free Clamp() by Jaymin K.</title>
		<link>http://mmack.wordpress.com/2009/01/09/branch-free-clamp/#comment-8</link>
		<dc:creator>Jaymin K.</dc:creator>
		<pubDate>Tue, 13 Jan 2009 08:46:25 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=193#comment-8</guid>
		<description>I haven&#039;t looked at the generated assembly, but if you are calling this in a loop it may also help to do a bit of &quot;pipelining,&quot; 
i.e.  do the conversions/casts for iteration n+1 before you do the clamp for iteration n.

Anyway, its one thing to look into and you can tell really easily if it helps ( or makes it slower! )</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t looked at the generated assembly, but if you are calling this in a loop it may also help to do a bit of &#8220;pipelining,&#8221;<br />
i.e.  do the conversions/casts for iteration n+1 before you do the clamp for iteration n.</p>
<p>Anyway, its one thing to look into and you can tell really easily if it helps ( or makes it slower! )</p>
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		<title>Comment on Branch free Clamp() by Jaymin K.</title>
		<link>http://mmack.wordpress.com/2009/01/09/branch-free-clamp/#comment-7</link>
		<dc:creator>Jaymin K.</dc:creator>
		<pubDate>Tue, 13 Jan 2009 08:35:26 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=193#comment-7</guid>
		<description>on the PPU there is no real fsels instruction.  Its just fsel with some casts to float done for you for convenience.  This MAY ( and I say may because I haven&#039;t tested it out yet ) be faster if you make t a double  and change your first __fsels to an __fsel.  That way you can avoid one double to float cast and another float to double cast.</description>
		<content:encoded><![CDATA[<p>on the PPU there is no real fsels instruction.  Its just fsel with some casts to float done for you for convenience.  This MAY ( and I say may because I haven&#8217;t tested it out yet ) be faster if you make t a double  and change your first __fsels to an __fsel.  That way you can avoid one double to float cast and another float to double cast.</p>
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	<item>
		<title>Comment on Sound by Si</title>
		<link>http://mmack.wordpress.com/2008/08/10/sound/#comment-2</link>
		<dc:creator>Si</dc:creator>
		<pubDate>Fri, 15 Aug 2008 11:53:59 +0000</pubDate>
		<guid isPermaLink="false">http://mmack.wordpress.com/?p=58#comment-2</guid>
		<description>You&#039;re gay. Love Si. x</description>
		<content:encoded><![CDATA[<p>You&#8217;re gay. Love Si. x</p>
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