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One of the most critical challenges for high-performance computing (HPC) scientific visualization is execution on massively threaded processors.
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In this post we’ll take a look at adding distributed rendering to tray_rust which will let us take advantage of multiple machines when rendering an image, like a compute cluster.
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In this post we’ll look at adding a pretty awesome new feature to tray_rust, something I’ve never implemented before: animation!
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We present a novel approach to rendering large particle data sets from molecular dynamics, astrophysics and other sources.
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It’s been a little while since my last post on tray_rust as I’ve been a busy with classes, but I’ve had a bit of free time to implement some extremely cool features.
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As mentioned in my previous post I spent the past month-ish working on improving both the rendering capabilities and performance of tray_rust.
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I’ve decided to port over my physically based ray tracer tray to Rust to finally try out the language with a decent sized project.
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In this quick postscript we’ll look into a simple way to clean up our various SDL resources with variadic templates and template specialization.
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In this short postscript we’ll learn how to make use of SDL_GetBasePath to properly resolve the path to our resource directory where we’ll be storing all the assets needed for each lesson.
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CMake is really useful for building the lessons since it lets us generate make files or project files for just about any platform and IDE.
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In this lesson we’ll see how to perform basic True Type font rendering with the SDL_ttf extension library.
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It’s common in sprite based games to use a larger image file containing many smaller images, such as the tiles for a tileset, instead of having a separate image file for each tile.
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In this lesson we’ll learn the basics of reading user input with SDL, in this simple example we’ll interpret any input as the user wanting to quit our application.
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Up until now we’ve only been using BMP images as they’re the only type supported by the base SDL library, but being restricted to using BMP images isn’t that great.
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In this lesson we’ll begin organizing our texture loading and rendering code from the previous lesson by moving them out of main and placing them into some useful functions.
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In this lesson we’ll learn how to open a window, create a rendering context and draw an image we’ve loaded to the screen.
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Now that we’ve got the libraries installed we’ll want to create a new project to include and link against SDL.
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The first step is to get the SDL2 development libraries setup on your system, you can download them from the SDL2 downloads page.
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To build the projects with mingw we’ll be using a lightweight makefile that will set the include and library paths along with linking our dependencies for us.
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To build the projects on OS X we’ll be using a simple makefile that will include the framework for us.
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To build the projects on Linux we’ll be using a simple makefile that will setup the include and library dependencies for us.