Re: Using Breve, Digital Space, Framsticks et al
"Gerald de Jong" <[email protected]> Sun, 23 Sep 2007 23:32:17 +0200
| Newsgroups | gmane.comp.graphics.fluidiom |
|---|---|
| Message-ID | <[email protected]> |
hey Tom, aren't you talking in your podcast about polygons and things? isn't Noble Ape an ideal candidate for merging with these environments? On 9/23/07, Gerald de Jong <[email protected]> wrote: > 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= are > > 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 engi= ne. > > > > 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= out > > rotational movement preventing the bars from tipping over? > > > > And about slack, as the appearance of slack is one of the major signs t= hat a > > construct fails tensigrity I think constructs with cables that approach > > zero length should be elimated from the evolution process. > > -- > > Psssst! Schon vom neuen GMX MultiMessenger geh=F6rt? > > Der kanns mit allen: > > http://www.gmx.net/de/go/multimessenger > > > > -----------------------------------------------------------------------= -- > > This SF.net email is sponsored by: Microsoft > > Defy all challenges. Microsoft(R) Visual Studio 2005. > > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > > _______________________________________________ > > Fluidiom-code mailing list > > [email protected] > > https://lists.sourceforge.net/lists/listinfo/fluidiom-code > > > > > > > > > > -- > > Gerald de Jong > > [email protected] > > http://www.groovyactors.org > > http://www.darwinathome.org > > > > -----------------------------------------------------------------------= -- > > This SF.net email is sponsored by: Microsoft > > Defy all challenges. Microsoft(R) Visual Studio 2005. > > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > > _______________________________________________ > > Fluidiom-code mailing list > > [email protected] > > https://lists.sourceforge.net/lists/listinfo/fluidiom-code > > > > --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --= - --- > > --- > > Noble Ape http://nobleape.com/sim/ Ape Reality > > http://nobleape.com/reality/ > > Community http://biota.org/podcast/ Tom Barbalet http://nobleape.com/= tom/ > > > > > > > > > > -----------------------------------------------------------------------= -- > > This SF.net email is sponsored by: Microsoft > > Defy all challenges. Microsoft(R) Visual Studio 2005. > > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > > _______________________________________________ > > Fluidiom-code mailing list > > [email protected] > > https://lists.sourceforge.net/lists/listinfo/fluidiom-code > > > > > > > -- > Gerald de Jong > [email protected] > http://www.groovyactors.org > http://www.darwinathome.org > -- = Gerald de Jong [email protected] http://www.groovyactors.org http://www.darwinathome.org ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/