If any of you own a Playstation 3 you may be aware of its IBM designed Cell processor and NVIDIA based GPU. Sony Open Platform allows you to install Linux as a secondary OS on PS3 which is great. However, it is a considerable pain in the rear that you cannot access the PS3 GPU for development. This effectively stops all real plans of Linux game development on PS3 in it’s tracks. If you have a development license with Sony you can use their version of OpenGL ES (libGCM) , Unreal Engine, their free engine the PhyreEngine or whatnot. However, if you are without a Sony developers license there is an alternative way to harness an even more powerful technology.
Enter OpenCL! Memory management, full access to your GPU, and so forth can be assisted by OpenCL. OpenCL is a new open standard originally pioneered by Apple and adopted by KHRONOS. One of the biggest obstacles for developers now is dealing with the massive array of different hardware and new API’s for each of them. How do you keep up? More to the point how do you handle the new Cell processors accompanied by powerful GPU’s like NVIDIA’s Tesla? Do you want to process the code on your GPU or CPU and which GPU!!?
Get the OpenCL specification header files from KHRONOS here:
http://www.khronos.org/registry/cl/
For SDK’s that include OpenCL:
For Apple Snow Leopard: OpenCL
For NVIDIA GPU users check out the: CUDA SDK
For ATI GPU’s check out the: ATI Stream Software Development Kit
For Bullet Physics developers it looks hopeful that they are currently implementing OpenCL.
For further discussion use our blog here: http://developers.cipherhive.com/course/view.php?id=3