Thank you both Alexander, Nikodemus, In my excitement, I may have jumped the gun :-)
Let me first write & verify the code, then worry about porting to GPU. Mirko On Wed, Apr 4, 2012 at 12:09 PM, Alexander Repenning <ra...@cs.colorado.edu>wrote: > 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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