How should I start creating an Artificial Life demo graphically?

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2 comments, last by DraKZ 20 years, 1 month ago
Hello, I'm interesting in doing a simple Artificial Life demo. Right now I would like to focus more on the graphic and 3D rendering of the demo. I was wondering how feasible is it to basically render a little square(closed) world (grass field surround by a wall) in 3D and populate 3D models (sheeps or whatever it is) on it. I would also like to be able to change camera view to view different angle at the world. My question is that should I try to learn OpenGL/C++, Java, or anything else you'd like to recommend to code this demo? If anyone know of a decent working basecode that I can start on, that would be great! After that, I will focus on the AI of each of these models as they will interact with each others in this closed world in 3D. (That will be focus later on) Any links, references, books would be greatly appreciated. Thanks in advance DraKZ --------------------------- http://www.son08.com --------------------------- [edited by - drakz on March 23, 2004 9:17:29 AM]
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I''ve done few graphical demoes. I''d recommend that you try and work with opengl or directx because you want to do 3d graphics and C++. Also usually in Alife demos you end up having a large population of these organisms and speed is something you want. In highschool I did my first alife demo in Visual Basic. It was pretty from a user stand point but it was pretty slow when many organisms flooded the screen (www.opticuslabs.com/Darwin).

For my 3D alife demos I began with made a terrain and then I set up a Quake like control scheme. Look around with the mouse and move with wasd keys. This was great for the ALife demo where all the organisms were loaded on startup and nothing was destroyed. It became an issue though when I was allocating mass memory for another project where I created a terrain of L-System trees. For that one I had the camera just rotate around the terrain out of my control. Everytime the computer would allocate memory it would slow down and moving the camera during those times it was just so laggy. Ofcourse this could''ve been avoided by allocating a memory pool in the beginning but I was just rushing through to finish.

All my demos are done in d3d because I''m familiar with it. Opengl is fine too so no problems there. Java is viable for alife simulations but I havn''t seen that many 3d ones. Search online for Boids 3d java applets. They''re fairly attractive too. But make sure speed isn''t much of an issue if you do go with Java.

Feel free to email me I love talking about Alife. (Opticus_At_Opticuslabs_Dot_com)

~Wave
Thanks for the reply Wavewash

I guess for now, I think I want to aim a bit low and try to create a demo with maybe 2-4 models generated and base on collision detections, etc. will determine how the models interact with each others. Like maybe one will be chasing the others and things to that extent.

I think my ultimate goal is to try to create a few pets of some sort that will be able to interact with each others and also will be able to interact with the movement of my mouse cursor.

Does anyone know if this book OpenGL Game Programming written by Kevin Hawkins, Dave Astle would be sufficient enough to code a simple demo like stated above?

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I havn''t read those books but Nehe.gamedev.net has everything you need. So in addition to whatever book you get make sure to check there too.

~Wave

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