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Nathan's pull request #18
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Commits on Oct 19, 2013
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Now we have simple force calculation working.
nmarshak1337 committedOct 19, 2013 Configuration menu - View commit details
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Got the basic height field working.
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Well, now we no longer hit any debug asserts.
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Now we have the naive force calculation working.
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Merge remote-tracking branch 'upstream/master'
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Now we can draw the planets as squares. Yay!
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Now we have our nice spacetime shader. Time to move onto using shared
memory.
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Performance comparison done on naiveAcc. Time to implement sharedAcc.
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Code is down for shared memory, and it compiles. Next step is to see …
…if it works.
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Commits on Oct 20, 2013
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Added profile. Bumped up the number of planets. Now I also have a tile
size.
nmarshak1337 committedOct 20, 2013 Configuration menu - View commit details
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Code is down for tiling, but with our small initial example it doesn't
do anything
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Shared works for 32 bodies (one tile)
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Now using shared memory works for 64 bodies
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Now working on 1024 bodies. Shared memory actually makes it worse with
current params.
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Using a cutoff radius gets us better results.
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Last commit before we try prefetching
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Loop unrolling appears to work!
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Now we don't have to manually adjust the tile size. Still appears to be
working fine.
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Changed blockSize so that now we pass it in
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Went ahead and proved that the tile size CAN be larger than the block
size. It just can't be larger than the number of bodies.
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Now we can print out the elapsed time for the first 100 kernel execut…
…ions.
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Commits on Oct 21, 2013
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Last commit before we attempt to add collisions!
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Almost ready to add in collisions.
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Added collisions. Not quite working... is the radius too small?
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Collisions seem to work. Radius is small
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It works! Penalty force seems a little funny though
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Collision detection works well, with nice clumping.
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Going back to no collisions for nao.
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Revert "Last commit before adding RK4"
This reverts commit a5c67e8.
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Collision detection is now back in!
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Now we are back to the "standard" demo. Time to add flocking!
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Now collisions conserve energy (or at least are better at conserving
energy).
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Duplicated the nbody project in order to start with flocking.
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Commits on Oct 22, 2013
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Well, the star mass is zero. I'll figure out how to get rid of it later.
nmarshak1337 committedOct 22, 2013 Configuration menu - View commit details
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Well, now we have a pointer to the device position vector
nmarshak1337 committedOct 22, 2013 Configuration menu - View commit details
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Got the guy to work. It's a little buggy though.
nmarshak1337 committedOct 22, 2013 Configuration menu - View commit details
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Added control law. Dunno if it works though.
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Commits on Oct 23, 2013
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Well, now we get the ball moving independetly of the other stuff
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Merge branch 'master' of https://github.com/nmarshak1337/CUDA-NBody-Sim
Conflicts: Part2/src/kernel.cu
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Got seek working. Disabled collisions, because it causes horrible,
horrible things to happen
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Switching between states works. Separation spazzes a bit when agents are
too close.
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Prevented separation from spazzing.
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Turned the planets into triangles. I just need the triangles to rotat…
…e nao
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Got triangles to rotate! Yippee!
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We've proved that we change rotation dynamically. Now it's time to
actually apply rotations and torques.
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Got the rotation array working.
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Angles are expressed as FLOATS now.
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Code is down for calculation of control torque.
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Base framework is now there for angular accelerations.
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Well, now we have torques. Phew!
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Ready to drop in numerical integration of angle/angular velocity
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Numerical integration of angular acceleration is there. Now to give it a
target angle to rotate to...
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Angle control works... sort of!
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We are back to using shared, tile size and block size are both 128
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