Mercurial > cortex
comparison org/intro.org @ 24:e965675ec4d0
moving things around
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Mon, 24 Oct 2011 01:19:15 -0700 |
parents | 157b416152ea |
children | 9ad188a327d3 |
comparison
equal
deleted
inserted
replaced
23:cab2da252494 | 24:e965675ec4d0 |
---|---|
137 brain. I find this promising because if a real living rat can interact | 137 brain. I find this promising because if a real living rat can interact |
138 with a computer simulation of a maze in the same way as it interacts | 138 with a computer simulation of a maze in the same way as it interacts |
139 with a real-world maze, then maybe that simulation is close enough to | 139 with a real-world maze, then maybe that simulation is close enough to |
140 reality that a simulated sense of vision and motor control interacting | 140 reality that a simulated sense of vision and motor control interacting |
141 with that simulation could reveal useful information about the real | 141 with that simulation could reveal useful information about the real |
142 thing. It happens that there is a Java port of the original C source | 142 thing. There is a Java port of the original C source code called |
143 code called Jake2. The port demonstrates Java's OpenGL bindings and | 143 Jake2. The port demonstrates Java's OpenGL bindings and runs anywhere |
144 runs anywhere from 90% to 105% as fast as the C version. After | 144 from 90% to 105% as fast as the C version. After reviewing much of the |
145 reviewing much of the source of Jake2, I eventually rejected it | 145 source of Jake2, I eventually rejected it because the engine is too |
146 because the engine is too tied to the concept of a first-person | 146 tied to the concept of a first-person shooter game. One of the |
147 shooter game. One of the problems I had was that there does not seem | 147 problems I had was that there do not seem to be any easy way to attach |
148 to be any easy way to attach multiple cameras to a single | 148 multiple cameras to a single character. There are also several physics |
149 character. There are also several physics clipping issues that are | 149 clipping issues that are corrected in a way that only applies to the |
150 corrected in a way that only applies to the main character and does | 150 main character and does not apply to arbitrary objects. While there is |
151 not apply to arbitrary objects. While there is a large community of | 151 a large community of level modders, I couldn't find a community to |
152 level modders, I couldn't find a community to support using the engine | 152 support using the engine to make new things. |
153 to make new things. | |
154 | 153 |
155 ** Source Engine | 154 ** Source Engine |
156 | 155 |
157 The Source Engine evolved from the Quake II and Quake I engines and is | 156 The Source Engine evolved from the Quake II and Quake I engines and is |
158 used by Valve in the Half-Life series of games. The physics simulation | 157 used by Valve in the Half-Life series of games. The physics simulation |