Re: Using Breve, Digital Space, Framsticks et al

"Gerald de Jong" <[email protected]> Sun, 23 Sep 2007 23:21:53 +0200
Newsgroups gmane.comp.graphics.fluidiom
Message-ID <[email protected]>
Tom,

good that you mention this right now.  i was just thinking about what
step to take next and i had decided on getting something graphical to
appear.

on the one hand, D@H is more non-visual than visual, because all of
the evolution happens in the storm of numbers inside the chips while
nobody's watching, so any way to make visualization of the results
easier or snazzier would be good.

i could start sniffing around to see how these things might be done
with the different frameworks you mention, but if any of you have some
helpful hints, inside info, particularly good URLs, motivational
arguments, i'm all ears.  if none of them make enough sense i can
easily fall back on my trusty JOGL interfacing.

-G

On 9/23/07, Tom Barbalet <[email protected]> wrote:
> Howdy Gerald,
>
> If you are starting from scratch from the low-level end, it might be an
> ideal time to experiment with the environment and graphics engines that a=
re
> always looking for projects such as DaH.
>
> Have you considered using Breve or Digital Space for the graphics and
> environment? I think Framsticks might also enable you to create the body
> properties and the physics and leave the rest to their environment engine.
>
> I know Bruce is dying for an artificial life simulator in Digital Space. =
It
> might be a good investigation/implementation project. It might also
> instigate a native Mac version of Digital Space. Breve is already
> multi-platform.
>
> Best regards,
>
> Tom Barbalet.
>
>
> On Sep 23, 2007, at 1:32 PM, Gerald de Jong wrote:
>
> hi Sven!
>
> it's great to get some feedback about what i'm doing because it really
> motivates me to continue.  i'm really starting to have fun with this
> from-scratch project because it's teaching me about what tensegrity
> is.
>
> your first issue is with how the collision with the floor is handled,
> and i think you're probably right.  thanks for bringing it up.  i
> suppose the push must happen in the direction of the bar that is being
> lifted above the floor.  feel free to make a suggestion about how it
> should be handled.  i'm sure i can proceed with lots of other things
> and then eventually come back and get this thing just right, if we can
> work out a sufficiently authentic way.
>
> the slack issue is certainly an interesting one, but i think i'm on
> the right track by having the notion of an "ideal cable" be that of
> something completely elastic.  i could be wrong (and i will definitely
> find out if that's the case) but i think that tensegrity can be built
> on the basis of these always-pull elastic cables.
>
> if you think it's really important to explore systems that can contain
> slack it will be possible to make it work either way, in a pluggable
> fashion.
>
> On 9/23/07, Sven Heinz <[email protected]> wrote:
> I am a little  bit confused regarding your handling of gravity you said, =
if
> one end is below ground both ends are pushed, but would that not cancel o=
ut
> rotational movement preventing the bars from tipping over?
>
> And about slack, as the appearance of slack is one of the major signs tha=
t a
> construct fails tensigrity I think constructs with cables that approach
> zero length should be elimated from the evolution process.
> --
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> --
> Gerald de Jong
> [email protected]
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> http://www.darwinathome.org
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-- =

Gerald de Jong
[email protected]
http://www.groovyactors.org
http://www.darwinathome.org

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