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Awoken

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About Awoken

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    Art
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    Programming
  1. Opinion?

    Hope you don't mind my feedback being an industry bystander. I can see how people with ideas for games dupe themselves into thinking their idea has real potential to earn money. I'm one of them, . But then I'm left wondering what sort of individual is going to be serious about making a game that he or she doesn't have the resources to back sufficiently? I imagine those sort of folk well out number the more realistic bunch who are willing to spend money on their own ideas.
  2. Problem with sleep

    This one is huge, can't be stressed enough. Exercise is so important. The benefits will start to show themselves around the 3 to 4 week mark of regular ( 4 to 5 days a week ), anaerobic exercise. Lots of great advice given on this thread. One more thing to add, I've noticed that regular exercise will also impact the way I eat. My body will let me know pretty quickly what food it likes and doesn't if I'm pushing myself physically.
  3. What's the one book...

    I tend to gravitate towards non-fiction more so than fiction. So in the non-fiction corner I'd have to mention a few: - Guns, Germs and Steel - The Dead Hand - The Hot Zone - Under Banner of Heaven Fictional books worth mentioning: - The Alchemist - Siddhartha - Childhoods End I'm definitely going to be checking out some of books mentioned here. I read slowly but as I do I'll bring them up.
  4. Upvoting and Downvoting

    The only thing I've noticed over the years is sometimes there seems to be an bias in voting tendencies. Sometimes some members will receive, what I consider to be, a disproportionate amount of up votes or down votes for a given post that lacks substantial substance. In those cases a members reputation is what I view to be the 'real' driving force behind those votes. If anything, I'd consider a cap for maximum votes attainable for a given post either way, up or down. As well as cap the amount of up or down votes a single user can give to a unique user on a given day, or maybe week cycle. That is of course if such ideas are even being considered.
  5. Why A.I is impossible

    Could you imagine a time when we're able to say "Hey look, the sensation of yellow for Mr. Robot came about between lines 335 and 442 in the processWhatEver() function... Cool!"
  6. Why A.I is impossible

    Nicely said. To be blunt... for me, my subjective experiences are all I've got, if it weren't for them I'd have no lens in which to 'view' this world. Naturally I cling to them or perhaps the 'idea' of them for comfort. "This seems like a good starting point for actually describing subjective experience, but I also think it's a potential trap: even though it's (at least sort of) possible to imagine such a zombie, it's not necessarily the case that such an entity could actually exist. For instance, it's totally possible to "imagine" some statement in formal logic, only to realize that the statement contains a contradiction." God comes to mind... haha. " On the other hand, I still think that's pretty tough to talk about "subjective experience" on its own as well -- that is, in a way that actually distinguishes "subjective experience" as a concept from the physical and functional processes of the brain. " I like it, I'd like to explore this point further, I'll need clarification on your end and you'll have to pardon my attempts at articulation. I could view subjective experiences as something 'otherworldly', something separate from the physical and functional, but I've been taught the better and I know that there is nothing separate from reality. However; all of my teachings of the physical and functional encourage me to abstract the world around me into quantifiable bits that can be measured and examined for scientific research. Suddenly I'm presented with a dilemma, how would I go about such research into my own subjective reality? How do I go about quantifying it? Quantify it in such a manor so as to remove all possible doubt of a philosophical zombie? I try to keep up to date on brain research and learn as many new insights as I can about the latest discoveries in neuroscience. They have told us so many fascinating things. I assume you've heard of Synesthesia? I get that somewhere down the line of physical processes a "sensation" arises, but where? and the more important question, can we ever know?
  7. Propaganda

  8. I actually enjoyed watching the video. The music was good, the voices were decent. This is the sort of game I personally wouldn't play, but would enjoy watching others play. Odd habit of mine watching others play games. Anyways, my only critic is this: I noticed each time an enemy was defeated the action would slow down so as to emphasise the 'final move' so to say. I think the effect loses some of its appeal after awhile. I would recommend using it more sparingly, perhaps only when a new finish move is conducted, or when a major enemy is defeated. Otherwise, pretty neat.
  9. Camera movement about a sphere.

    Sorry about that, In the future I'll be sure to make it legible. I've modified the original code in the post, not my reply. Should be a bit easier to understand. Very quickly on in development I realised that their orbitCamera had major limitations. For one it always kept the camera fixed to a permanent up position. So basically there was a 'true up', 'true down' and left and right. I didn't want that. I wanted a user to be able to move all about the world and never be fixed to a 'true up' or 'true down' I don't know if I'm describing the effect with accuracy. But anyways, I found Rodrigues' rotation formula. It allows for the type of rotations I was wanting. https://en.wikipedia.org/wiki/Rodrigues'_rotation_formula However; it's more than I needed because the formula allows you to rotate around any position in 3d space. I only needed to rotate around x:0 , y:0 , z:0. So I simplified it and presto. You can see the formula modified for my code in my code revamp. Anyways, the way the camera is set up right now is it's starting location is 0,0,1 and it's upAxis initially is 0,1,0. It's cross vector is 1,0,0. If the camera moves left or right only the position and cross vectors are modified and the upAxis stays the same. If the camera moves up or down then the upAxis and position change, but the crossVector stays the same. Is my description clear as mud? hope not. To carry on, if the user zooms in closer to the planet the camera's lookAt vector point begins to tilt up and away from the centre of the planet. That way the camera isn't just looking directly at the ground like a space satellite would. This allows for the camera to be fixed at about a 45 degree angle from the planet's surface once the camera is zoomed all the way in. The intended effect I want to add is to allow the camera to appear to rotate around a fixed point on the planet. That point would be where ever the centre of the camera's field of view is. In my reply code the effect is achieved, but not gracefully. Only at a certain distance from the planet's surface does the effect look good. Otherwise it looks shoddy. I thought maybe someone might know what to do so that the effect looks clean and proper at any distance from the surface of the planet.
  10. Camera movement about a sphere.

    Here is code I just added to give the illusion of what I'm going for. But as you can imagine it only works the way I want at a specific distance from the sphere. if( keyboard.pressed('left') ){ var raycaster = new THREE.Raycaster() raycaster.setFromCamera( new THREE.Vector2( 0 , 0 ) , camera ); var intersects = raycaster.intersectObjects( globalMesh ); var point = intersects[ 0 ].point; var oldPosi = camera.cv.clone(); var angleTo; camera.cv = $m.rV($m.A_R(-camera._rSpeed), 1, camera.cv, camera.av, false); camera.position.set(camera.cv.x * camera._zoom, camera.cv.y * camera._zoom , camera.cv.z * camera._zoom); camera.up = new THREE.Vector3(camera.av.x, camera.av.y, camera.av.z); var angleTo = oldPosi.clone().angleTo( camera.cv.clone() ); camera.av = $m.rV( -angleTo*2.5 , 1, camera.av, camera.cv, false); camera.position.set(camera.cv.x * camera._zoom, camera.cv.y * camera._zoom , camera.cv.z * camera._zoom); camera.up = new THREE.Vector3(camera.av.x, camera.av.y, camera.av.z); if ( camera._zoom <=camera._tilt ) { camera.zv = $m.zV( camera.av , camera._zoom , camera._tilt , camera._tilt_value ); camera.lookAt(new THREE.Vector3(camera.zv.x, camera.zv.y, camera.zv.z)); } else { camera.zv = $m.zV( camera._base , camera._zoom , camera._tilt , camera._tilt_value ); camera.lookAt(new THREE.Vector3(camera.zv.x, camera.zv.y, camera.zv.z)); } camera._change = true; }
  11. Home map completed

    Looks good, but is it a spoiler to know where the game ends? And... I like your mountains. I have mountain envy now.
  12. // camera.tilt is a preset value determined for best intended effect, ignore for the question. // camera.tilt_value is a preset value determined for best result, ignore for the question. if( keyboard.pressed('d')){ // Move right camera.camPosi = rotatePoint( angleToRadians( camera.rotationSpeed ), 1, camera.camPosi, camera.upAxis, true ); camera.position.set(camera.camPosi.x * camera.Zoom, camera.camPosi.y * camera.Zoom , camera.camPosi.z * camera.Zoom); camera.up = camera.upAxis.clone(); if ( camera.Zoom <=camera._tilt ) { camera.lookAtVector = newLookAt( camera.upAxis , camera.Zoom , camera._tilt , camera._tilt_value ); camera.lookAt( camera.lookAtVector.clone() ); } else { camera.lookAtVector = newLookAt( camera._base , camera.Zoom , camera._tilt , camera._tilt_value ); camera.lookAt( camera.lookAtVector.clone() ); } } if( keyboard.pressed('s') ){ // Move down camera.crossVector = rotatePoint( angleToRadians( 90 ), 1, camera.camPosi, camera.upAxis, true ); camera.upAxis = rotatePoint( angleToRadians( camera.rotationSpeed ), 1, camera.upAxis, camera.crossVector, true ); camera.camPosi = rotatePoint( angleToRadians( camera.rotationSpeed ), 1, camera.camPosi, camera.crossVector, true ); camera.position.set(camera.camPosi.x * camera.Zoom, camera.camPosi.y * camera.Zoom , camera.camPosi.z * camera.Zoom); camera.up = camera.upAxis.clone(); if ( camera.Zoom <=camera._tilt ) { camera.lookAtVector = newLookAt( camera.upAxis , camera.Zoom , camera._tilt , camera._tilt_value ); camera.lookAt( camera.lookAtVector.clone() ); } else { camera.lookAtVector = newLookAt( camera._base , camera.Zoom , camera._tilt , camera._tilt_value ); camera.lookAt( camera.lookAtVector.clone() ); } } if( keyboard.pressed('e')){ // Rotate left camera.upAxis = rotatePoint($m.A_R(5 * camera.rotationSpeed), 1, camera.upAxis, camera.camPosi, true); camera.position.set(camera.camPosi.x * camera.Zoom, camera.camPosi.y * camera.Zoom , camera.camPosi.z * camera.Zoom); camera.up = camera.upAxis.clone(); if ( camera.Zoom <=camera._tilt ) { camera.lookAtVector = newLookAt( camera.upAxis , camera.Zoom , camera._tilt , camera._tilt_value ); camera.lookAt( camera.lookAtVector.clone() ); } else { camera.lookAtVector = newLookAt( camera._base , camera.Zoom , camera._tilt , camera._tilt_value ); camera.lookAt( camera.lookAtVector.clone() ); } } function rotatePoint( angle , inverseSpeed , v1 , v2 , toNormalize ){ var c = Math.cos(angle); var s = Math.sin(angle); // inverseSpeed directly affects the speed of the camera. so a higher inverseSpeed = slower speed. var v3 = new THREE.Vector3( inverseSpeed*(c*v1.x)+(s*((v2.y*v1.z)-(v2.z*v1.y))), inverseSpeed*(c*v1.y)+(s*((v2.z*v1.x)-(v2.x*v1.z))), inverseSpeed*(c*v1.z)+(s*((v2.x*v1.y)-(v2.y*v1.x))) ); if ( toNormalize ){ v3.normalize(); } return v3; }; // used to rotate position of camera. function newLookAt( axisVector , zoom , tilt , tiltIncrement ) { var a = new THREE.Vector3(axisVector.x * ((tilt - zoom)*c*0.5), axisVector.y * ((tilt - zoom)*c*0.5), axisVector.z * ((tilt - zoom)*tiltIncrement*0.5)); return a; }; // used to update camera lookat position. As the camera gets closer to the world the true lookAt vector is no longer the center of the planet, but rather a point that gradually gets further from the center the closer to the planet the camera gets. That way the camera tilts upwards when zooming in closer to give a better field of view for the user. The above gives a quick snapshot of my code for moving my camera around the world. examples of the three types of movement, pan left and right, move up and down, rotate left and right. camera.cv is the position of the camera camera.av is the cameras up axis camera.iv is the cross vector at 90 degrees from both the up axis and lookAt vector camera.zv is the lookAt vector What I want to do is incorporate more intuitive rotation functionality for the camera so that when I rotate left or right the camera pans to the left and right, and looks At the center of the screen. That way when I rotate, it will appear to rotate around the center of the screen as opposed to in circles. Anyone know how to do this?
  13. More Adventures in Robust Coding

    Just put the finishing touches on updating the path node geometry so no errors occur. There was a lot more than just logical errors. In fact, once I took the time to go through the code step by step with drawings I discovered that I had used the wrong variable during the class deceleration, and I used very confusing labelling. the draw order and therefor raycaste order is counter clockwise going from a to b to c, the adjoining Node order is clockwise going form a to b, a to b. And I used two variables within the code named a and b for the node positions. , no wonder I was confusing myself. But spent the past couple nights really pouring through it and it's all good now. Here are some pics: The yellow face and red face are examples of where the inverse collision geometry intersected one another. So I just clipped them, added a node at their intersection and then updated surrounding node geometry. The shorter faces are shoreline geometry. The major accomplishment is having situations where a portion of land will cut itself off from the major continent. So the nodes need to loop-out independent of the main node loops. In the two photos above you can see what I mean, if you look very carefully. In the top photo it's the very bottom yellow face, On the lower right portion of the bottom photo you'll see a yellow face end, then a bit to it's right a yellow face and red face joined. All faces are on the same portion of land, so I needed to modify the geometry so no inverse geometry ends up in the water. I don't know if any of that makes sense, but I'm sure you get the gist of what I'm trying to do. Both photos are of the same area on the globe, just different angle. Anyways, Collision geometry DONE! Now I can rewrite the path-finding alg. Wa-Woooo! I'm also going to re-order the list a bit. Some of items are enjoyable to code and seeing progress is incredibly fast and impressive for me. Other bits of code are labour intensive and require major attention to detail ( like this collision geometry, 3 months, ARGH! ). I want to get Simulin simulated as fast a possible and focus on gaming elements. I can then add some of the To-Do's as time goes on and when there is really a need. I am a perfectionist and what things pristine, But I also really want to program the economic simulation and gaming portion of this project. After all this is what all my efforts over the past 4 years have been all about. New To Do list order // TO DO's // // Dec 26th 2017 // /* * << COMPLETE >> -update path node geometry so no errors occur * << IN PROGRESS >> -improve path finding alg with new technique * * -re-write geometry merging function so that the client vertices and faces have a connected Target ID * -incorporate dynamic assets functionality * -create a farm and begin writing AI. * * -improve client AI display -only one geometry for high detail, and one for tetrahedron. * -create ability to select many AI at the same time by drawing a rectangle by holding mouse button. * -create animation server to recieve a path and process animation, and test out in client with updates. * -sycronize server and client AI. Test how many AI and how quickly AI can be updated. Determine rough estimate of number of players the server can support. * -program model clusters * */ Thanks for reading, more updates on the next 4 To-Do's to come!
  14. Why A.I is impossible

    Qualia and why it's a bad addition to this discussion. If one uses the word qualia with the idea that qualia is actually some type of mystical substance unique in and of itself then I'd agree with your statement. However; if qualia is a just word place-holder for subjective experience then the logic is bananas. This is why I hate the word, because people enjoy trashing the idea of qualia and I think it's just a philosophical addition to the discussion that confuses the ideal, that being subjective experience. Would you make the same assertion? 'For this reason, it's unfortunately really hard to argue that subjective experience,... actually exists at all.' Stupid qualia, and I don't like that it's often used in combination with subjective experience. I think a distinction needs to be made. Qualia is a poor attempt at quantifying subjective experiences. Subjective experiences are emergent phenomena of the brain that we yet have little insight into.
  15. Why A.I is impossible

    @Hermetix, thanks for that. I've heard of their theory before. When I first heard about the microtubules idea I was sceptical. The language surrounding the idea is difficult to decipher, But I'm making my way through it.
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