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Neil Pate

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Posts posted by Neil Pate

  1. I still do not really understand the 4 us requirement. Are you expecting to do something, i.e. react to some signal, in 4 us? Can you not just accept that some portion of the signal processing may lag a bit and then have some sort of buffering mechanism? If you are just storing to disk or memory then as long as you have enough buffer to capture the required sampling history does it really matter if you are not doing the FFT at exactly the same rate? I did some work with a FlexRIO on a system with approx 1000 frames / second rate and we just buffered to RAM on the FPGA card and then spooled it out at a more sensible rate to be processed by the host.

     

  2. Been trying to implement a scrolling camera with wrap around world. Seemingly simple stuff which just seems to get complicated quite quickly! 

    Anybody want to try and crack this for me? I have a bunch of unit tests set up, it passes all the simple ones but falls over when dealing with some of the wrap around. 

  3. I don't think 64-bit will be any faster than 32-bit for your application. From what I understand going to 64-bit only helps if you need the extra memory (> 3 GB).

    I suspect CUDA will be limited to Windows, not realtime (which is Linux). Also, realtime does not imply things actually happen any faster, just there is better determinism. Generally an RT CPU is also quite a bit slower than a desktop CPU.

    Although I have not done it myself I would expect an FPGA to quite easily process a 2048 point FFT in 4 us, but getting the data to the FPGA in time could be difficult, especially if you have to wait for it to come in on USB and process via the host.

  4. I suspect this has to do with the filtering VI you have used, they are "Point by Point" so internally they remember their state. As you have then wrapped these in a sub VI (which you also call on multiple independent channels) you will probably need to set the sub VI reentrancy to clone so that you don't stomp all over your data when you have multiple copies of your sub VI. 

    Sub VI reentrancy.PNG

  5. I have spent a good few hours already trying many things. About the closest I got to something workable is to dynamically invoke the short-cut menu on a left-click. Actually that works quite nicely except the menu is positioned at the cursor which looks a bit weird and also uses the OS font rather than the font and size of my GUI.

  6. I am struggling with this user interaction I would have thought would be easy to solve.

    My GUI has a ring control populated with some values (a list of recent files). Does anybody know how to handle the situation where they click the same item as is currently selected? I cannot figure out a way to handle this sensibly.

    Perhaps it would be better to use some other control class? I have been asked to implement this as a drop-down type control (which is quite customised cosmetically).

  7. I had not thought to use the high-res mods as they didn't seem to fit in with the style of the original. However, I did a quick test using the Mega Mod 0.8 that you linked to (thanks!) and actually I quite like it, do you think they are better?

    Now, if I do use these I probably should also implement the multiple zoom factor thing as the "big" pictures are definitely too big now (but perfect for the fully zoomed in view).

     

    2018-07-21 18-00-50.flv

  8. Added:

    • Text rendering to hardware accelerated texture
    • Time based animation and physics
    • Race and captain strings in sidebar
    • Three players! (Not really sure if this is sensible as it is going to complicate the AI, just was easy to implement, could actually do N players in current framework)
    • Three-layer parallax scrolling stars
    • Thrust dots
    • Lots of code tidy-ups

    LabMelee v2 2018_07_13 20_08_11.mp4

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