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I have a merge sort parallel on GPU, it works great for everything but that last remainder seemingly. It works by going from 1 to 1, doubling so 2 to 2... to last of that less than array size. The sorting algorithm is faster when sorting with 2 sorted things within themselves. For remainder such...
Okay, two things, first I am looking for contributors for my future open source 3 or more dimensional Euclidean stuff, and second, I would like a native extension to Defold game engine built with what I already have, C work. To explain further, I have Slang shaders of my 3 or more dimensional...
In summary, looking for most efficient parallel GPU 2d group to same or similar space for this application with cutting. Basically just 2d group to nearly entirely same spaces.
I start with points of all same number of dimensions, shapes made of indices of points to make a shape, and view point...
All I know at this point is trying to to do like whole shapes sort as opposed to per pixel sort, may require cutting shapes that intersect planes or that intersect edges in 2d view plane, for draw order only things that are in same space relate or need any specific order, I could randomly merged...
So far I know of a few like 4 dimensional or more or hyperbolic or spherical space simulators. Look on Steam, GitHub, or Itch with like "4d", "5d" or like find Hyperbolica on Steam or something if you want to see what I mean. Any thoughts on this kind of thing? Is it worth making? Like my...