# HG changeset patch
# User Robert McIntyre <rlm@mit.edu>
# 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
+<<eyes>>
+#+end_src
+
+#+begin_src clojure :tangle ../src/test/vision.clj
+<<test-vision>>
+#+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
+<<import>>
+#+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
+<<world-inputs>>
+<<world>>
+<<world-shapes>>
+#+end_src