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(-) [+]
line wrap: on
line diff
     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