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About mfdesigner

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  1. We have successfully implemented FABRIK into our cloud-based game engine. It  is many times faster than Jacobian solver. Have a look here:     You can play with the hand here: https://www.otakhi.com/petridish?load=https://www.otakhi.com/public/otakhi/Animations/IK%20Testing%20Ground/IK%20Hand   Each finger starts out with a ball joint constraint at the base and hinge joint constraint for all the the upper segments.  
  2. The ability to perform Remote Procedure Calls (RPC) is the key enabler for supporting complex distributed web applications and games over our software object distribution framework, where multiple software agents in different roles can conduct business via diverse communication acts. Unlike traditional RPC where a few developers dictate its design and consequently limiting the scope of distributed applications, our system allows any user to create his own RPC that can be executed by any remote host.  Essentially, it is server-mediated Peer-to-Peer Remote Procedure Calls. A user initiates a call by specifying the software components to be pre-loaded from our repository, a remote script acting as application logics, its input parameters, and a short greeting.  Once it is executed with peer's permission, the result is immediately returned to the caller using Server Sent Event with near real-time performance. Our RPC's workflow looks like this:       Here is the tutorial video on how to set it up...     Visit https://www.otakhi.com/archive to see all our previous tutorial videos.    
  3. Introducing our new bloom filter featuring Gaussian blur, dynamic scene luminance calculation for automatic color range correction, and selective application (to selective meshes only).  When applied to our Navier-Stokes simulation, realistic explosion can be created as below:       Use our many other post-processing filters to enhance visual impact of your scene:  
  4. I would like to introduce the release of our Molecule Pack Development Template for creating custom molecules for extending our framework.   Our engine allows app developers to define custom Object Design and Object Semantic interactively in a top-down fashion.   Unlike conventional bottom-up approach where low level OO design are dictated by a few developers which often results in rigid workflow limited to a set of fixed API.   Here is a short video demonstrates the potential of Molecule pack development.     Because of our top-down approach, our engine is technology-agnostic.     Molecule packs can be created by wrapping libraries built on drastically different technologies (e.g. three.js, babylon.js, or raw WebGL)   Visit our technology showcase here:  https://otakhi.tumblr.com/   and our tutorial video archive: https://www.otakhi.com/archive    
  5. Our industry-first WebGL Real-time fluid simulation system is now highly extensible and customizable.   (1) Dynamically add fuel to 3D scene and control background's ambient and fuel's ignition temperatures to trigger explosion.  Manually control temperature, density, and divergence expansion ratio and their dissipation coefficients for optimal effect.       (2) Tornado - create custom atmosphere phenomenon by dynamically setting each voxel's density, temperature, velocity values in a custom shader. Use a spline path to control tornado's funnel shape.     (3) Turbulence - control 3 octaves of perlin, fractal, and curl noises to increase the entropy of a fluid simulation.     (4) Automatic obstacle's position and velocity detection. It is now possible to create realistic air turbulence effect around helicopter's turbine blades.  
  6. While AR is still in its infancy both in hardware and software, for desktop, by combining our game engine, oTakhi platform, and google streetview photosphere, we can create a mildly entertaining interactive AR experience.  360 video can also be used as substitute.      
  7. mfdesigner

    oTakhi Platform: WebGL Massive Explosion Effect

    An art directable tornado simulation using our fluid simulation engine.  The funnel shape follows a spline path drawn by the user.     [attachment=32047:tornado.jpg][attachment=32048:tornado01.jpg]
  8. This explosion effect is built using our real-time fluid simulation engine in combination with the following techniques:   (1) Perlin noise turbulence   (2) Sample jittering   (3) Anisotropic scattering   (4) Multiple forward light scattering   (5) Full implementation of Blinn-Phong optical model in our RayMarcher.   (6) Dynamically injected density, temperature, divergence to create expansion upon fuel ignition and later contraction.   To see it in action, view this project in PetriDish - our free online editor.     [attachment=31974:explosion01.jpg.c67f10300804ba2f028ee86294b195ab.jpg][attachment=31975:explosion02.jpg.856e5c017dc22a921b7a1821a9c21851.jpg]
  9. We are very proud to have completed the first WebGL-based fluid simulation system implemented entirely on the GPU for real time performance.   Here are a few early sneak peeks.             Visit this sample app to see how obstacle velocity affects smoke dynamics.   You can also play with the flamethrower project in our free online editor: PetriDish.     Note that when WebGL 2.0 is released, it will get 10x performance boost and much better quality from free tri-linear interpolation of texture3D and multiple render targets.
  10. In welcoming new year, we've added three new tutorial videos showcasing our WebGL based character animation system.   (1) Key-frame based path animation         (2) Animating softbody using Spline-IK       (3) Motion capture driven character animation         oTakhi Platform is a biological system inspired, cloud based application design and component sharing framework wherein low level capabilities can be atomized into individual molecules.  Inside our web-based editor, users drag & drop molecules into droplets to form higher level reusable, shareable components which in turn can be assembled into end applications.   Visit our video archive  to see all past tutorials.   You can test drive our editor here .    To import models, textures, and images, simply drag and drop them into the editor from your desktop.
  11. We are pleased to announce our latest feature, Real-Time Voronoi Shatter and Fracture, for our cloud-based application and game development platform.  This is the only known WebGL implementation.   (1) It is based on Boolean Intersect of Constructive Solid Geometry (CSG) and can be used to shatter wide array of geometries.   (2) The generated fragments preserve the original UV coordinates on the mesh.   (3) The engine runs on worker thread and has minimum impact on app performance.   (4) Capable of both uniform and cone-shaped voronoi point distribution to simulate realistic impact shattering.   Here is a short video introduction.           oTakhi Platform is a cloud-based game development platform.  Developers use top-down object-oriented design patterns to wrap lower level codes (Javacript, WebGL shader code, and emscripten-compiled c/c++ code) into reusable components and assemble them into applications in our visual editor using mostly drag and drop.   Visit our video archive to see what is possible on the web today.    
  12. mfdesigner

    oTakhi Platform: Object Composition

    Using object composition, we can package complicated post-processing steps for generating global godrays effect into a reusable, self-contained component.  For an external scene wanting to use godrays effect, all it needs do is to provide a scene pointer to itself and setting the sun's world position.   Here is a tutorial video detailing this process.       This scene depicts the depth map generated for calculating the occlusion effect in the shader.          
  13. For those who are familiar with Object-Oriented Design Pattern, this tutorial video demonstrates our new design tool addition - the ability to embed reusable components following the best practice of designing reusable OO software using object composition.           oTakhi Platform is a cloud-based game development platform.  Developers use top-down object-oriented design patterns to wrap lower level codes (javacript, webgl shader code, and emscripten-compiled c/c++ code) into reusable components and assemble them into applications in our visual editor using mostly drag and drop.   For more information, please visit our tutorial video archives.
  14. Consider the following setup.  A population of 500 individuals, each with a chromosome of randomly generated printable characters, is subjected to (1) random selective breeding (chromosome crossover), (2) survival of the fittest, and (3) adaptation by learning, while freely evolve in a simulated environment.  At each generation, the fitness of an individual is evaluated as the distance between its chromosome and a target string:     "The very essence of instinct is that it's followed independently of reason."   The adaptation stage uses a simple hill-climbing algorithm to advance each character of the chromosome.  This simulation is performed for 100 generations.  At the end of each generation, the fitness score and chromosome of the highest ranked individual (the fittest) are displayed.   Click this link to watch this evolution in action (click the play button at the bottom right to enter runtime mode):     The jsGAUL droplet is a direct port of the Genetic Algorithm Utility Library in C++ to Javascript.   Steve
  15. Dear game developers,   I am pleased to announce that we have successfully ported Open Motion Planning Library in C++ to javascript and it is now accessible on the web.  Specifically, we included it in our special web object format called droplet and published to our repository.   Without registration, you can see jsOMPL in action here in our public component testbed called Petri Dish: https://www.otakhi.com/petridish?load=https://www.otakhi.com/public/otakhi/Math/jsOMPL/Path%20Planning/Multi-Objective%20Path%20Planning     (Performing multi-objective path planning on a 2D canvas.) oTakhi platform is an application and game development platform for the web. It features a top-down object-oriented design pattern that allows users to wrap lower level codes (JS, C, C++, HTML) and assets (images, videos, 3D models) into reusable components and optionally share with others to build applications and games in our web-based editor.    Steve 
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