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Editor: antont
Time: 2007/12/12 12:19:49 GMT+0 |
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changed: - http://www.vterrain.org/index.html The goal of VTP is to foster the creation of tools for easily constructing any part of the real world in interactive, 3D digital form. ezual has made a wall generator and a city block generator for BlendeR, see http://ezual.users.lantic.net/blender/Python.html . http://alexmole.co.uk/pcd/ is a ProceduralCityDetailing system made in Python on Blender WorldWiz is a commercial product that embeds python (EmbeddedPython), http://www.worldviz.com/vizard/details.html <pre> 21:55 < saluk> how do I anylize the landscape? 21:56 < saluk> Im not too worried about the trees etc 21:56 < antont> though i'm sure what i have in mind is very inefficient 21:56 < saluk> Ill just have him rotate to go around objects 21:56 < saluk> thats not a problem 21:56 < saluk> the problem is navigating the terrain 21:56 < antont> ah, landscape does not consist of objects 21:56 < antont> or how should i put that 21:56 < saluk> but I kind of have an idea 21:57 < saluk> so Ill try it 21:57 < antont> ok 21:57 < saluk> I just need to be able to figure out where the vertexes are that are connected by edge to a particular vertex 21:57 < antont> could you tell yet how do you have the terrain and what it is?-) 21:57 < antont> right 21:58 < saluk> not sure how to do that though... 21:58 < saluk> well 21:58 < saluk> there are caves 21:58 < saluk> rivers 21:58 < saluk> bridges over the rivers 21:58 < saluk> overpasses 21:58 < saluk> mountains 21:58 < saluk> valleyes 21:58 < saluk> cliffs 21:58 < antont> so you analyse the terrain to denote passable and nonpassable points 21:58 < saluk> houses 21:59 < antont> hm 21:59 < antont> could you simple mark sort of 'metadata' about the terrain when making it? 21:59 < saluk> well, and cost 22:00 < saluk> yes thats an option 22:00 < saluk> I dont think there is a good way to do it otherwise, at least in blender 22:00 < saluk> I just have to figure out what kind of metadata 22:00 < saluk> my first idea was to place empties around 22:00 < saluk> and have them link to other empties 22:00 < antont> 'this area here is walkable' for a bridge, 'this area here is not walkable' for deep see 22:00 < antont> sea 22:01 < antont> i think that's how i sort of did it for an rpg engine i once made 22:01 < saluk> but that would require using props, and listing the names of all empties an empty is connected to 22:01 < antont> hm 22:01 < saluk> take WAY to long 22:01 < saluk> it would be ok if our game wasnt so huge:( 22:01 < antont> i'm thinking more in lines of 22:02 < antont> having a Python class 22:02 < antont> with a data structure for the world 22:02 < antont> where such information is 22:02 < antont> no empties or props or any of those Blender things :) 22:02 < saluk> oh 22:02 < saluk> entered manually??? 22:02 < antont> then you'd need a world editor that does that automagically 22:03 < saluk> hmm 22:03 < antont> i.e. when you want to have bridges, make such a class in Python 22:03 < antont> then a function in the world editor to add a bridge 22:03 < antont> and the software knows it's somewhere you can walk 'cause it's a bridge 22:03 < saluk> hmm 22:03 < antont> that's how i did it, dunno if it would suite you 22:04 < saluk> well 22:04 < saluk> Id have to export everything from blender 22:04 < saluk> into the world editor 22:04 < saluk> so you can see where your putting stuff 22:04 < antont> not everything 22:04 < saluk> all the landscape objects 22:04 < antont> no 22:04 < antont> hm 22:04 < saluk> yes 22:05 < antont> i was thinking, just information about the blender objects but not the objects 22:05 < antont> perhaps i was thinking that the world editor was running and Blender too :o .. or i don't know, getting tired 22:05 < saluk> hehe 22:07 < antont> do you know Soya btw? 22:07 < saluk> nope 22:07 < antont> they have an editor that's sort of integrated with Blender, takes objects straight from there 22:08 < saluk> hmm 22:08 < antont> but still i think that you wouldn't need the objects themselves, depends on granularity of course 22:09 < antont> !google soya 3d python 22:09 < seamuncle> http://oomadness.tuxfamily.org/en/soya/ [22:09] [antont(+iw)] [12:#gameblender(+n)] [Act: 2,3,5,6,7,8,9] [#gameblender] </pre> From unknown Wed Sep 22 14:04:53 +0300 2004 From: Date: Wed, 22 Sep 2004 14:04:53 +0300 Subject: on the completely other side Message-ID: <20040922140453+0300@10.0.10.100:8080> http://www.globus.org/ , http://www-itg.lbl.gov/gtg/projects/pyGlobus/ "The Globus Alliance is developing fundamental technologies needed to build computational grids. Grids are persistent environments that enable software applications to integrate instruments, displays, computational and information resources that are managed by diverse organizations in widespread locations. " From antont Tue Dec 6 19:13:52 +0200 2005 From: antont Date: Tue, 06 Dec 2005 19:13:52 +0200 Subject: InnerWorld Message-ID: <20051206191352+0200@studio.kyperjokki.fi> http://innerworld.sourceforge.net/tut_2_2.html back at home in BlendeR From antont Wed Dec 12 12:18:49 +0200 2007 From: antont Date: Wed, 12 Dec 2007 12:18:49 +0200 Subject: AreaAwarenessSystem (AAS) Message-ID: <20071212121849+0200@studio.kyperjokki.fi> from yet another completely different angle related to this: for ArtificialIntelligence it is easily necessary to have information of the .. environment / place / level / area / world / something, and in Quake3 there is a nice method for that ... based on geometrical / volumetric(?) analysis of the area, convex sections etc
http://www.vterrain.org/index.html The goal of VTP is to foster the creation of tools for easily constructing any part of the real world in interactive, 3D digital form.
ezual has made a wall generator and a city block generator for BlendeR, see http://ezual.users.lantic.net/blender/Python.html . http://alexmole.co.uk/pcd/ is a ProceduralCityDetailing? system made in Python on Blender
WorldWiz is a commercial product that embeds python (EmbeddedPython), http://www.worldviz.com/vizard/details.html
21:55 < saluk> how do I anylize the landscape?
21:56 < saluk> Im not too worried about the trees etc
21:56 < antont> though i'm sure what i have in mind is very inefficient
21:56 < saluk> Ill just have him rotate to go around objects
21:56 < saluk> thats not a problem
21:56 < saluk> the problem is navigating the terrain
21:56 < antont> ah, landscape does not consist of objects
21:56 < antont> or how should i put that
21:56 < saluk> but I kind of have an idea
21:57 < saluk> so Ill try it
21:57 < antont> ok
21:57 < saluk> I just need to be able to figure out where the vertexes are that
are connected by edge to a particular vertex
21:57 < antont> could you tell yet how do you have the terrain and what it is?-)
21:57 < antont> right
21:58 < saluk> not sure how to do that though...
21:58 < saluk> well
21:58 < saluk> there are caves
21:58 < saluk> rivers
21:58 < saluk> bridges over the rivers
21:58 < saluk> overpasses
21:58 < saluk> mountains
21:58 < saluk> valleyes
21:58 < saluk> cliffs
21:58 < antont> so you analyse the terrain to denote passable and nonpassable
points
21:58 < saluk> houses
21:59 < antont> hm
21:59 < antont> could you simple mark sort of metadata about the terrain when
making it?
21:59 < saluk> well, and cost
22:00 < saluk> yes thats an option
22:00 < saluk> I dont think there is a good way to do it otherwise, at least in
blender
22:00 < saluk> I just have to figure out what kind of metadata
22:00 < saluk> my first idea was to place empties around
22:00 < saluk> and have them link to other empties
22:00 < antont> this area here is walkable for a bridge, this area here is
not walkable for deep see
22:00 < antont> sea
22:01 < antont> i think that's how i sort of did it for an rpg engine i once
made
22:01 < saluk> but that would require using props, and listing the names of all
empties an empty is connected to
22:01 < antont> hm
22:01 < saluk> take WAY to long
22:01 < saluk> it would be ok if our game wasnt so huge:(
22:01 < antont> i'm thinking more in lines of
22:02 < antont> having a Python class
22:02 < antont> with a data structure for the world
22:02 < antont> where such information is
22:02 < antont> no empties or props or any of those Blender things :)
22:02 < saluk> oh
22:02 < saluk> entered manually???
22:02 < antont> then you'd need a world editor that does that automagically
22:03 < saluk> hmm
22:03 < antont> i.e. when you want to have bridges, make such a class in Python
22:03 < antont> then a function in the world editor to add a bridge
22:03 < antont> and the software knows it's somewhere you can walk 'cause it's
a bridge
22:03 < saluk> hmm
22:03 < antont> that's how i did it, dunno if it would suite you
22:04 < saluk> well
22:04 < saluk> Id have to export everything from blender
22:04 < saluk> into the world editor
22:04 < saluk> so you can see where your putting stuff
22:04 < antont> not everything
22:04 < saluk> all the landscape objects
22:04 < antont> no
22:04 < antont> hm
22:04 < saluk> yes
22:05 < antont> i was thinking, just information about the blender objects but
not the objects
22:05 < antont> perhaps i was thinking that the world editor was running and
Blender too :o .. or i don't know, getting tired
22:05 < saluk> hehe
22:07 < antont> do you know Soya btw?
22:07 < saluk> nope
22:07 < antont> they have an editor that's sort of integrated with Blender,
takes objects straight from there
22:08 < saluk> hmm
22:08 < antont> but still i think that you wouldn't need the objects
themselves, depends on granularity of course
22:09 < antont> !google soya 3d python
22:09 < seamuncle> http://oomadness.tuxfamily.org/en/soya/
[22:09] [antont(+iw)] [12:#gameblender(+n)] [Act: 2,3,5,6,7,8,9]
[#gameblender]
on the completely other side -- Wed, 22 Sep 2004 14:04:53 +0300 reply
http://www.globus.org/ , http://www-itg.lbl.gov/gtg/projects/pyGlobus/ "The Globus Alliance is developing fundamental technologies needed to build computational grids. Grids are persistent environments that enable software applications to integrate instruments, displays, computational and information resources that are managed by diverse organizations in widespread locations.
"
InnerWorld --antont, Tue, 06 Dec 2005 19:13:52 +0200 reply
http://innerworld.sourceforge.net/tut_2_2.html back at home in BlendeR
AreaAwarenessSystem (AAS) --antont, Wed, 12 Dec 2007 12:18:49 +0200 reply
from yet another completely different angle related to this: for ArtificialIntelligence it is easily necessary to have information of the .. environment / place / level / area / world / something, and in Quake3 there is a nice method for that ... based on geometrical / volumetric(?) analysis of the area, convex sections etc