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1 #+title: Simulated Senses
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Simulating senses for AI research using JMonkeyEngine3
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5 #+keywords: Alan Turing, AI, simulated senses, jMonkeyEngine3, virtual world
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6 #+SETUPFILE: ../../aurellem/org/setup.org
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7 #+INCLUDE: ../../aurellem/org/level-0.org
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8 #+babel: :mkdirp yes :noweb yes
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9
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10 * Background
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11
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12 Artificial Intelligence has tried and failed for more than
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13 half a century to produce programs as flexible, creative,
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14 and "intelligent" as the human mind itself. Clearly, we are
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15 still missing some important ideas concerning intelligent
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16 programs or we would have strong AI already. What idea could
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17 be missing?
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18
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19 When Turing first proposed his famous "Turing Test" in the
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20 groundbreaking paper [[../sources/turing.pdf][/Computing Machines and Intelligence/]],
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21 he gave little importance to how a computer program might
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22 interact with the world:
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23
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24 #+BEGIN_QUOTE
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25 \ldquo{}We need not be too concerned about the legs, eyes,
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26 etc. The example of Miss Helen Keller shows that education
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27 can take place provided that communication in both
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28 directions between teacher and pupil can take place by some
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29 means or other.\rdquo{}
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30 #+END_QUOTE
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31
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32 And from the example of Hellen Keller he went on to assume
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33 that the only thing a fledgling AI program could need by way
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34 of communication is a teletypewriter. But Hellen Keller did
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35 possess vision and hearing for the first few months of her
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36 life, and her tactile sense was far more rich than any
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37 text-stream could hope to achieve. She possessed a body she
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38 could move freely, and had continual access to the real
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39 world to learn from her actions.
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40
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41 I believe that our programs are suffering from too little
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42 sensory input to become really intelligent. Imagine for a
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43 moment that you lived in a world completely cut off form all
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44 sensory stimulation. You have no eyes to see, no ears to
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45 hear, no mouth to speak. No body, no taste, no feeling
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46 whatsoever. The only sense you get at all is a single point
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47 of light, flickering on and off in the void. If this was
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48 your life from birth, you would never learn anything, and
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49 could never become intelligent. Actual humans placed in
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50 sensory deprivation chambers experience hallucinations and
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51 can begin to loose their sense of reality. Most of the time,
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52 the programs we write are in exactly this situation. They do
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53 not interface with cameras and microphones, and they do not
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54 control a real or simulated body or interact with any sort
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55 of world.
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56
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57 * Simulation vs. Reality
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58
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59 I want demonstrate that multiple senses are what enable
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60 intelligence. There are two ways of playing around with
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61 senses and computer programs:
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62
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63 ** Simulation
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64
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65 The first is to go entirely with simulation: virtual world,
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66 virtual character, virtual senses. The advantages are that
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67 when everything is a simulation, experiments in that
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68 simulation are absolutely reproducible. It's also easier to
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69 change the character and world to explore new situations and
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70 different sensory combinations.
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71
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72 If the world is to be simulated on a computer, then not only
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73 do you have to worry about whether the character's senses
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74 are rich enough to learn from the world, but whether the
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75 world itself is rendered with enough detail and realism to
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76 give enough working material to the character's senses. To
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77 name just a few difficulties facing modern physics
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78 simulators: destructibility of the environment, simulation
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79 of water/other fluids, large areas, nonrigid bodies, lots of
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80 objects, smoke. I don't know of any computer simulation that
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81 would allow a character to take a rock and grind it into
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82 fine dust, then use that dust to make a clay sculpture, at
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83 least not without spending years calculating the
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84 interactions of every single small grain of dust. Maybe a
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85 simulated world with today's limitations doesn't provide
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86 enough richness for real intelligence to evolve.
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87
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88 ** Reality
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89
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90 The other approach for playing with senses is to hook your
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91 software up to real cameras, microphones, robots, etc., and
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92 let it loose in the real world. This has the advantage of
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93 eliminating concerns about simulating the world at the
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94 expense of increasing the complexity of implementing the
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95 senses. Instead of just grabbing the current rendered frame
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96 for processing, you have to use an actual camera with real
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97 lenses and interact with photons to get an image. It is much
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98 harder to change the character, which is now partly a
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99 physical robot of some sort, since doing so involves
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100 changing things around in the real world instead of
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101 modifying lines of code. While the real world is very rich
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102 and definitely provides enough stimulation for intelligence
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103 to develop as evidenced by our own existence, it is also
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104 uncontrollable in the sense that a particular situation
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105 cannot be recreated perfectly or saved for later use. It is
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106 harder to conduct science because it is harder to repeat an
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107 experiment. The worst thing about using the real world
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108 instead of a simulation is the matter of time. Instead of
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109 simulated time you get the constant and unstoppable flow of
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110 real time. This severely limits the sorts of software you
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111 can use to program the AI because all sense inputs must be
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112 handled in real time. Complicated ideas may have to be
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113 implemented in hardware or may simply be impossible given
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114 the current speed of our processors. Contrast this with a
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115 simulation, in which the flow of time in the simulated world
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116 can be slowed down to accommodate the limitations of the
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117 character's programming. In terms of cost, doing everything
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118 in software is far cheaper than building custom real-time
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119 hardware. All you need is a laptop and some patience.
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120
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121 * Choose a Simulation Engine
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122
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123 Mainly because of issues with controlling the flow of time,
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124 I chose to simulate both the world and the character. I set
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125 out to make a world in which I could embed a character with
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126 multiple senses. My main goal is to make an environment
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127 where I can perform further experiments in simulated senses.
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128
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129 I examined many different 3D environments to try and find
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130 something I would use as the base for my simulation;
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131 eventually the choice came down to three engines: the Quake
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132 II engine, the Source Engine, and jMonkeyEngine.
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133
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134 ** [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]]
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135
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136 I spent a bit more than a month working with the Quake II
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137 Engine from ID software to see if I could use it for my
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138 purposes. All the source code was released by ID software
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139 into the Public Domain several years ago, and as a result it
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140 has been ported and modified for many different
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141 reasons. This engine was famous for its advanced use of
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142 realistic shading and had decent and fast physics
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143 simulation. Researchers at Princeton [[http://papers.cnl.salk.edu/PDFs/Intracelllular%20Dynamics%20of%20Virtual%20Place%20Cells%202011-4178.pdf][used this code]] ([[http://brainwindows.wordpress.com/2009/10/14/playing-quake-with-a-real-mouse/][video]])
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144 to study spatial information encoding in the hippocampal
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145 cells of rats. Those researchers created a special Quake II
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146 level that simulated a maze, and added an interface where a
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147 mouse could run on top of a ball in various directions to
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148 move the character in the simulated maze. They measured
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149 hippocampal activity during this exercise to try and tease
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150 out the method in which spatial data was stored in that area
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151 of the brain. I find this promising because if a real living
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152 rat can interact with a computer simulation of a maze in the
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153 same way as it interacts with a real-world maze, then maybe
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154 that simulation is close enough to reality that a simulated
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155 sense of vision and motor control interacting with that
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156 simulation could reveal useful information about the real
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157 thing. There is a Java port of the original C source code
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158 called Jake2. The port demonstrates Java's OpenGL bindings
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159 and runs anywhere from 90% to 105% as fast as the C
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160 version. After reviewing much of the source of Jake2, I
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161 rejected it because the engine is too tied to the concept of
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162 a first-person shooter game. One of the problems I had was
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163 that there does not seem to be any easy way to attach
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164 multiple cameras to a single character. There are also
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165 several physics clipping issues that are corrected in a way
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166 that only applies to the main character and do not apply to
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167 arbitrary objects. While there is a large community of level
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168 modders, I couldn't find a community to support using the
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169 engine to make new things.
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170
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171 ** [[http://source.valvesoftware.com/][Source Engine]]
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172
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173 The Source Engine evolved from the Quake II and Quake I
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174 engines and is used by Valve in the Half-Life series of
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175 games. The physics simulation in the Source Engine is quite
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176 accurate and probably the best out of all the engines I
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177 investigated. There is also an extensive community actively
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178 working with the engine. However, applications that use the
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179 Source Engine must be written in C++, the code is not open,
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180 it only runs on Windows, and the tools that come with the
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181 SDK to handle models and textures are complicated and
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182 awkward to use.
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183
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184 ** [[http://jmonkeyengine.com/][jMonkeyEngine3]]
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185
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186 jMonkeyEngine is a new library for creating games in
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187 Java. It uses OpenGL to render to the screen and uses
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188 screengraphs to avoid drawing things that do not appear on
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189 the screen. It has an active community and several games in
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190 the pipeline. The engine was not built to serve any
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191 particular game but is instead meant to be used for any 3D
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192 game. After experimenting with each of these three engines
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193 and a few others for about 2 months I settled on
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194 jMonkeyEngine. I chose it because it had the most features
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195 out of all the open projects I looked at, and because I
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196 could then write my code in Clojure, an implementation of
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197 LISP that runs on the JVM.
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