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	<title>Yakiimo3D &#187; WebSite</title>
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	<link>http://www.yakiimo3d.com</link>
	<description>Mostly DirectX 11 Programming</description>
	<lastBuildDate>Sun, 15 May 2011 07:58:42 +0000</lastBuildDate>
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		<title>Beyond3D DirectCompute Buddhabrot Thread</title>
		<link>http://www.yakiimo3d.com/2010/05/15/beyond3d-directcompute-buddhabrot-thread/</link>
		<comments>http://www.yakiimo3d.com/2010/05/15/beyond3d-directcompute-buddhabrot-thread/#comments</comments>
		<pubDate>Sat, 15 May 2010 12:52:11 +0000</pubDate>
		<dc:creator>yakiimo02</dc:creator>
				<category><![CDATA[DirectCompute]]></category>
		<category><![CDATA[DirectX11]]></category>
		<category><![CDATA[WebSite]]></category>

		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=655</guid>
		<description><![CDATA[http://forum.beyond3d.com/showthread.php?t=57042 People on the Beyond3D GPGPU forum have optimized my DirectCompute Buddhabrot implementation. Good discussions that I can learn a lot from. Running pcchen&#8217;s optimized version on my HD5750 (you can dl it from the forum), I saw a 6x speed up from my original code. GPGPU Flam4&#8242;s author Keldor also gave me optimization advice [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://forum.beyond3d.com/showthread.php?t=57042" onclick="pageTracker._trackPageview('/outgoing/forum.beyond3d.com/showthread.php?t=57042&amp;referer=');">http://forum.beyond3d.com/showthread.php?t=57042</a><br />
<br />
People on the Beyond3D GPGPU forum have optimized my DirectCompute Buddhabrot implementation. Good discussions that I can learn a lot from. Running pcchen&#8217;s optimized version on my HD5750 (you can dl it from the forum), I saw a 6x speed up from my original code. GPGPU Flam4&#8242;s author Keldor also gave me optimization advice as a comment on my blog post (<a href="/?p=481">http://www.yakiimo3d.com/2010/03/29/dx11-directcompute-buddhabrot-nebulabrot/</a>). I was planning on writing an optimized version of my Buddhabrot implementation and had been looking up DirectCompute RNG implementations, but I got real busy at work, and now that time has passed, I want to do something else. My next demo is probably not going to be an optimized DirectCompute Buddhabrot implementation.</p>
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		<title>Yakiimo3D project on CodePlex</title>
		<link>http://www.yakiimo3d.com/2010/02/28/yakiimo3d-project-on-codeplex/</link>
		<comments>http://www.yakiimo3d.com/2010/02/28/yakiimo3d-project-on-codeplex/#comments</comments>
		<pubDate>Sat, 27 Feb 2010 15:21:37 +0000</pubDate>
		<dc:creator>yakiimo02</dc:creator>
				<category><![CDATA[WebSite]]></category>

		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=311</guid>
		<description><![CDATA[http://yakiimo3d.codeplex.com/ Have wanted to move Yakiimo3D source code and binaries to an open-source hosting community for a while now. After initially leaning towards creating a Google Code project, I ended up choosing CodePlex. Since Yakiimo3D is going to be mostly DirectX 11 programming samples, a Microsoft-run CodePlex open-source hosting with a MS-user community makes the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://yakiimo3d.codeplex.com/" onclick="pageTracker._trackPageview('/outgoing/yakiimo3d.codeplex.com/?referer=');">http://yakiimo3d.codeplex.com/</a><br />
<br />
Have wanted to move Yakiimo3D source code and binaries to an open-source hosting community for a while now. After initially leaning towards creating a Google Code project, I ended up choosing CodePlex. Since Yakiimo3D is going to be mostly DirectX 11 programming samples, a Microsoft-run CodePlex open-source hosting with a MS-user community makes the most sense, so I think it was a good decision. For source code control on CodePlex, I went with Mercurial. Have never used Mercurial or Git, so it should be a good learning experience for me. </p>
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