Mercurial > cortex
changeset 24:e965675ec4d0
moving things around
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Mon, 24 Oct 2011 01:19:15 -0700 |
parents | cab2da252494 |
children | 775d97247dd0 |
files | org/eyes.org org/intro.org org/util.org org/world.org |
diffstat | 4 files changed, 41 insertions(+), 13 deletions(-) [+] |
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1.1 --- a/org/eyes.org Sun Oct 23 23:54:26 2011 -0700 1.2 +++ b/org/eyes.org Mon Oct 24 01:19:15 2011 -0700 1.3 @@ -241,3 +241,14 @@ 1.4 function to process the output. The example code will create two 1.5 videos of the same rotating cube from different angles, sutiable for 1.6 stereoscopic vision. 1.7 + 1.8 + 1.9 + 1.10 +* COMMENT code generation 1.11 +#+begin_src clojure :tangle ../src/body/eye.clj 1.12 +<<eyes>> 1.13 +#+end_src 1.14 + 1.15 +#+begin_src clojure :tangle ../src/test/vision.clj 1.16 +<<test-vision>> 1.17 +#+end_src
2.1 --- a/org/intro.org Sun Oct 23 23:54:26 2011 -0700 2.2 +++ b/org/intro.org Mon Oct 24 01:19:15 2011 -0700 2.3 @@ -139,18 +139,17 @@ 2.4 with a real-world maze, then maybe that simulation is close enough to 2.5 reality that a simulated sense of vision and motor control interacting 2.6 with that simulation could reveal useful information about the real 2.7 -thing. It happens that there is a Java port of the original C source 2.8 -code called Jake2. The port demonstrates Java's OpenGL bindings and 2.9 -runs anywhere from 90% to 105% as fast as the C version. After 2.10 -reviewing much of the source of Jake2, I eventually rejected it 2.11 -because the engine is too tied to the concept of a first-person 2.12 -shooter game. One of the problems I had was that there does not seem 2.13 -to be any easy way to attach multiple cameras to a single 2.14 -character. There are also several physics clipping issues that are 2.15 -corrected in a way that only applies to the main character and does 2.16 -not apply to arbitrary objects. While there is a large community of 2.17 -level modders, I couldn't find a community to support using the engine 2.18 -to make new things. 2.19 +thing. There is a Java port of the original C source code called 2.20 +Jake2. The port demonstrates Java's OpenGL bindings and runs anywhere 2.21 +from 90% to 105% as fast as the C version. After reviewing much of the 2.22 +source of Jake2, I eventually rejected it because the engine is too 2.23 +tied to the concept of a first-person shooter game. One of the 2.24 +problems I had was that there do not seem to be any easy way to attach 2.25 +multiple cameras to a single character. There are also several physics 2.26 +clipping issues that are corrected in a way that only applies to the 2.27 +main character and does not apply to arbitrary objects. While there is 2.28 +a large community of level modders, I couldn't find a community to 2.29 +support using the engine to make new things. 2.30 2.31 ** Source Engine 2.32
3.1 --- a/org/util.org Sun Oct 23 23:54:26 2011 -0700 3.2 +++ b/org/util.org Mon Oct 24 01:19:15 2011 -0700 3.3 @@ -64,7 +64,7 @@ 3.4 ** Simplification 3.5 #+srcname: world-view 3.6 #+begin_src clojure :results silent 3.7 -(in-ns 'cortex.world) 3.8 +(in-ns 'cortex.debug) 3.9 3.10 (defprotocol Viewable 3.11 (view [something])) 3.12 @@ -108,3 +108,10 @@ 3.13 #+begin_src clojure :results silent 3.14 (cortex.world/view (cortex.world/box)) 3.15 #+end_src 3.16 + 3.17 + 3.18 + 3.19 +* COMMENT code generation 3.20 +#+begin_src clojure :tangle ../src/cortex/import.clj 3.21 +<<import>> 3.22 +#+end_src
4.1 --- a/org/world.org Sun Oct 23 23:54:26 2011 -0700 4.2 +++ b/org/world.org Mon Oct 24 01:19:15 2011 -0700 4.3 @@ -306,3 +306,14 @@ 4.4 These are convienence functions for creating JME objects and 4.5 manipulating a world. 4.6 4.7 + 4.8 + 4.9 + 4.10 + 4.11 +* COMMENT code generation 4.12 + 4.13 +#+begin_src clojure :tangle ../src/cortex/world.clj 4.14 +<<world-inputs>> 4.15 +<<world>> 4.16 +<<world-shapes>> 4.17 +#+end_src