# HG changeset patch # User Robert McIntyre # Date 1319444355 25200 # Node ID e965675ec4d054b31ccdd2dd3379924d1a7eb23c # Parent cab2da252494064a7859f4e0ebefb597af1fe966 moving things around diff -r cab2da252494 -r e965675ec4d0 org/eyes.org --- a/org/eyes.org Sun Oct 23 23:54:26 2011 -0700 +++ b/org/eyes.org Mon Oct 24 01:19:15 2011 -0700 @@ -241,3 +241,14 @@ function to process the output. The example code will create two videos of the same rotating cube from different angles, sutiable for stereoscopic vision. + + + +* COMMENT code generation +#+begin_src clojure :tangle ../src/body/eye.clj +<> +#+end_src + +#+begin_src clojure :tangle ../src/test/vision.clj +<> +#+end_src diff -r cab2da252494 -r e965675ec4d0 org/intro.org --- a/org/intro.org Sun Oct 23 23:54:26 2011 -0700 +++ b/org/intro.org Mon Oct 24 01:19:15 2011 -0700 @@ -139,18 +139,17 @@ with a real-world maze, then maybe that simulation is close enough to reality that a simulated sense of vision and motor control interacting with that simulation could reveal useful information about the real -thing. It happens that there is a Java port of the original C source -code called Jake2. The port demonstrates Java's OpenGL bindings and -runs anywhere from 90% to 105% as fast as the C version. After -reviewing much of the source of Jake2, I eventually rejected it -because the engine is too tied to the concept of a first-person -shooter game. One of the problems I had was that there does not seem -to be any easy way to attach multiple cameras to a single -character. There are also several physics clipping issues that are -corrected in a way that only applies to the main character and does -not apply to arbitrary objects. While there is a large community of -level modders, I couldn't find a community to support using the engine -to make new things. +thing. There is a Java port of the original C source code called +Jake2. The port demonstrates Java's OpenGL bindings and runs anywhere +from 90% to 105% as fast as the C version. After reviewing much of the +source of Jake2, I eventually rejected it because the engine is too +tied to the concept of a first-person shooter game. One of the +problems I had was that there do not seem to be any easy way to attach +multiple cameras to a single character. There are also several physics +clipping issues that are corrected in a way that only applies to the +main character and does not apply to arbitrary objects. While there is +a large community of level modders, I couldn't find a community to +support using the engine to make new things. ** Source Engine diff -r cab2da252494 -r e965675ec4d0 org/util.org --- a/org/util.org Sun Oct 23 23:54:26 2011 -0700 +++ b/org/util.org Mon Oct 24 01:19:15 2011 -0700 @@ -64,7 +64,7 @@ ** Simplification #+srcname: world-view #+begin_src clojure :results silent -(in-ns 'cortex.world) +(in-ns 'cortex.debug) (defprotocol Viewable (view [something])) @@ -108,3 +108,10 @@ #+begin_src clojure :results silent (cortex.world/view (cortex.world/box)) #+end_src + + + +* COMMENT code generation +#+begin_src clojure :tangle ../src/cortex/import.clj +<> +#+end_src diff -r cab2da252494 -r e965675ec4d0 org/world.org --- a/org/world.org Sun Oct 23 23:54:26 2011 -0700 +++ b/org/world.org Mon Oct 24 01:19:15 2011 -0700 @@ -306,3 +306,14 @@ These are convienence functions for creating JME objects and manipulating a world. + + + + +* COMMENT code generation + +#+begin_src clojure :tangle ../src/cortex/world.clj +<> +<> +<> +#+end_src