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 Cue introduction

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crovea
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PostSubject: Re: Cue introduction   Wed May 14, 2014 4:22 am

Sounds like progress

Quote :
I'm pretty sure _d means debug
Yep!

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moopli
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PostSubject: Re: Cue introduction   Wed May 14, 2014 7:31 am

So much for progress, turns out the PSU is shot.

But it shall return as soon as my computer is up and running again
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PostSubject: Re: Cue introduction   Wed May 14, 2014 1:08 pm

Ah
Well I'll be here whenever you get things fixed up ^^

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PostSubject: Re: Cue introduction   Sat May 24, 2014 7:54 pm

Now that other discussions are moving off of here and onto other threads, I'm gonna start using this as my personal soapbox (again).

So some more about me: As you might notice from my posts, I'm a bit of a cytology nerd. I'm also a bit of a space nerd, but slightly less so, and it isn't exactly gonna come in handy just yet

Anyway, I thought I'd use this place to store interesting technical things that might come in handy later in development.

So, at work yesterday I was reading some interesting papers and watching some cool videos. Here's one I remember that might come in handy later:


More to follow~
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NickTheNick
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PostSubject: Re: Cue introduction   Sat May 24, 2014 8:04 pm

That skinning demo will be extremely useful (if we can get such a feature) for the organism editor, where skinning will be the final step to physically designing the player's organism, especially considering the fact that we will be having a wide variety of diverse organisms, and there could be lots of potential for incorrectly intersecting body parts and strange bulges with procedural animation.

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PostSubject: Re: Cue introduction   Sun May 25, 2014 10:45 am

Reading over the code, it occurs to me that this may come in handy for inspiration.

Some noteworthy bits:

  • The command pattern will come in handy once we gear up for more advanced AI -- especially since we want to be able to assume control of organisms whenever we like.
  • Flyweight might be useful once we're pushing hundreds of creatures to the GPU at a time -- though Ogre might handle instanced rendering, I'm not sure.
  • Component is part of the Ogre way of doing things (or so I've heard :P), and I'm guessing we use it, but I'm not too sure how much.

If we've already discussed this sort of high-level architecture somewhere, does anyone have pointers to threads I can read?
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crovea
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PostSubject: Re: Cue introduction   Sun May 25, 2014 1:18 pm

Quote :
The command pattern
I'll have to read it thoroughly later, but it seems overly complicated for problems with seemingly trivial solutions. I'm not claiming that I know better than the author but I personally don't see the benefit in this specific pattern

Quote :
Flyweight
Sounds worthwhile to keep in mind, but I don't think its a good idea to mess with the rendering pipeline that ogre controls before we have a problem that we can't solve in other ways.

Quote :
Component
This is indeed what we are using, specifically the version called Artemis entity system framework. We use it for almost everything!

Quote :
does anyone have pointers to threads I can read?
We don't have a specialized architecture thread, but that might be a good idea!

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PostSubject: Re: Cue introduction   Tue May 27, 2014 9:26 pm

crovea wrote:
I'll have to read it thoroughly later, but it seems overly complicated for problems with seemingly trivial solutions.
The trick is that the trivial solutions result in high coupling between commanders and commanded. As the link explains, the command pattern decouples the senders and receivers of orders. This decoupling is especially important for us, as we want to be able to plop the player in control of an organism that was until then taking its orders from something else. Until recently, actually, I didn't know this pattern had a name, and thought I'd independently invented it. From my experience, it's really useful.


Anyway, I was reading a paper at work today, and I thought it would be useful for fast, cheap microbe softness -- note though, that since we're storing position and orientation per-microbe, that there's no need to do the complicated shape-matching step; but just restitute each displaced point and apply corresponding forces to the center of the microbe.
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PostSubject: Re: Cue introduction   Wed May 28, 2014 3:55 am

crovea wrote:
We don't have a specialized architecture thread, but that might be a good idea!

As I have limited coding knowledge, this is a shot in the dark, but does this thread cover what you mean?

http://thrivegame.canadaboard.net/t1117-engine-architecture

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PostSubject: Re: Cue introduction   Wed May 28, 2014 8:52 am

Quote :
does this thread cover what you mean?

Yes it does Somehow forgot about it and missed it while looking for it

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PostSubject: Re: Cue introduction   Fri May 30, 2014 12:09 pm

While I was at work I ran across some interesting papers. These won't be useful until much later, when we can afford to do interesting things with city development and infrastructure in Industrial Stage. Once we get there, however, I have big plans for making deep, beautiful cities.

And here's something cool talking about some state-of-the-art real-time raytracing, and hardware support that we could expect in a few years. If we ever need our own renderer that is

And here is a very comprehensive paper on position-based dynamics algorithms.

And another.

Changing it up a little, here we have a blog post detailing some great uses of github issues for project organization. Their tricks seem like they'll come in handy.


And here's a paper on the VDB, an amazingly-efficient datastructure for representing sparse volumetric data. It can store essentially infinitely large volumes, but the largest things I can see it being used for in Thrive are massive destructible asteroids and spaceships.

And here we have a good explanation of the Barnes-Hut algorithm, which could see lots of use in places like asteroid fields.

And then there's this book. It's pretty much the seminal book on the mathematics of plant structure, and should be a required read (for programmers at least) once we reach Organism Stage.

Here's a website that tracks libraries for API/ABI changes, listing backwards compatibility breaks. Very useful.

And changing it up a bunch, this thread is the home of a worldbuilding project, which, starting about 30 pages in, gets really detailed about placing tectonic plates, landforms, ocean currents, biomes, language groups, founder crops, civilization, and more.

In a few years we should probably sign up for GSoC. It'll be intense, certainly; but it would be a great step to take.

Here, some great stuff I've come across in a couple blogs today.

The GPU Gems series is full of great tidbits.

What every programmer should know about memory.

[url=http://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc13/06/Jon Hudson Thesis.pdf]A pretty good paper on creature generation[/url].

Hofstede's cultural dimensions theory, a system for quantifying cultures along a bunch of different axes. Some parts will certainly need further generalization, but it's really eye-opening.

Someone must really remind me to reorganize this massive link mess.

OH look another link.


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