Not CUDA, but GLSL, running a 4 million cell game of life at > 60 FPS in XMLisp on a Mac:
http://code.google.com/p/xmlisp/source/browse/trunk/XMLisp/sources/XLUI/examples/3D/GLSL-Conway.lisp This is of course a mix of Lisp and shader code. It would be possible to create a Lisp to GLSL shader compiler and then have the GLSL compiler do the rest. I don't think this would be a great idea, however. Somewhat lengthy explanation required but left off... Alex On Apr 4, 2012, at 7:58 AM, Mirko Vukovic wrote: > Tamas Papp <tkpapp@...> writes: > >> >> Hi everyone, >> >> I am about to buy a new server for number crunching, and I would like to >> keep my options open about GPU/CUDA based computations. The most >> intensively parallelizable thing that I am doing is particle filtering, >> and currently that works fine (and is really fast) in a multi-core CPU >> with SBCL, but I keep hearing wonderful things about GPUs from people, >> and I was wondering if I could make use of them but still program in CL. >> >> ... stuff deleted >> >> Best, >> >> Tamas >> >> > > Hi Tamas, > > Did you make any progress in your GPU adventures? I just got a machine with a > tesla GPU. I'd like to run some Monte Carlo simulations on it. > > Mirko > > > > _______________________________________________ > pro mailing list > pro@common-lisp.net > http://lists.common-lisp.net/cgi-bin/mailman/listinfo/pro Prof. Alexander Repenning University of Colorado Computer Science Department Boulder, CO 80309-430 vCard: http://www.cs.colorado.edu/~ralex/AlexanderRepenning.vcf
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