Tier 4
Series 306
306E: The Compute Brain
"CPUs have 8 cores. GPUs have 2,000 cores. If you need to calculate the physics for 50,000 particles, the CPU is the wrong tool. A Navigator uses Compute Shaders to run general logic on the video card."
The Concept: Compute Shaders
A script written in HLSL that doesn't draw pixels, but calculates data.
* **Kernel:** The main function (like `Update`).
* **Dispatch:** Sending the job to the GPU.
* **RWStructuredBuffer:** A data list that both CPU and GPU can read/write.
* **Kernel:** The main function (like `Update`).
* **Dispatch:** Sending the job to the GPU.
* **RWStructuredBuffer:** A data list that both CPU and GPU can read/write.
Red Flag Detected
The AI Trap: "The Particle Loop"
You ask the AI: "Update the position of 50,000 particles."
// AI-Generated Code: CPU Meltdown
void Update() {
foreach(var p in particles) {
// Audit Fail: 50,000 calculations on a single thread.
p.position += p.velocity * Time.deltaTime;
}
}
This is "Serial Processing." The CPU is doing one math problem at a time while the GPU sits idle.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Parallel Power
// HLSL Kernel
[numthreads(64,1,1)]
void UpdateParticles (uint3 id : SV_DispatchThreadID) {
particles[id.x].pos += particles[id.x].vel * deltaTime;
}
Your Pilot Command
> A skilled Navigator directs the AI to use Compute.