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. . . . http://farm4.static.flickr.com/3474/...0d6b9659a9.jpg |
Kudos to the artist as it's amazing work, but for the person carrying the art? Run away... run away... !
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i might be talking completely out of my butt here, i'm certainly out of my depth anyhow. however, jim what you are explaining about your problem sounds massively complex and almost infinite of avoidance of collisions.
you may have already been down this route, and please do excuse my lack of knowledge in this field but, is it at all possible to break these functions down. based on object going from a to b, could something be achieved by looking at the objects current position and looking at it's immediate available movement and positions possible for maybe a certain amount of moves/time? basically in steps breaking the whole process down into more managable segments. so maybe at a certain time object 'a' could only be a certain place while object 'b' could be a certain other place avoiding all possibilities of collision of object 'a' within this certain time frame/amount of moves? did that make any sense to anyone? sorry for my basic talk, as u can see i'm not technical in this side of things lol. |
The problem with breaking down an infinitely complex problem is that each step is also infinitely complex (or at least that's how it seems to me).
I'm convinced that the solution is not to think of objects avoiding each other in a nearly infinitely complex 3D space, but to find a whole new paradigm - a trick that APPEARS to work the way 3D objects would, but is actually run by a little man behind the curtain. |
Let's say each fish has a "preferred" vector or direction it wants to go. That vector is extrapolated about 3 inches ahead of each fish. If that vector crosses any other fish, then both fish need to be "steered" slightly off the vector line. If you are starting to steer around another fish with fully 3 inches to go, it's unlikely they'll conflict.
Also, by having spheres figure your avoidance, you're not taking advantage of the shape of each fish, which is larger in the front, smaller in the back, and each fish is mostly flat so several fish can slip past each other in a confined space if they are side-by-side. I think calculus will be required, or at least 3D geometry/trigonometry. For 9 years, we've been hearing that outside help cannot be trusted to maintain the quality. I'm sorry that Jim has had so many bad business partners in the past (including Prolific), but there are people out there who probably would do a fantastic job helping on this issue. But maybe it will take another 9 years before help is sought. Game engines are getting so advanced now that things like hair, cloth, collisions, etc. are all "free" and just part of the engine. |
Jim, I hope you had a great holiday season like our family did. Any updates on your progress. I'm guessing not since we haven't heard anything, but I figured it doesn't hurt to ask. Thanks!
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Nope. I've been dealing with website issues lately. Trying to get my mind around Swish.
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I got talked into diverting my attention and went down the rabbit hole.
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Don't waste your time learning Swish it builds bad sites with too much flashy content, go for plain and simple or let someone els build your site.
Nobody else can create the Aquarium, anyone can build your site. |
Yeah, but they get money to do it. Anyway, I already bought Swish - it's about 1/5 the price of Flash, and their examples look really good.
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Again this reminds me how lucky we are as end users to just click on a link or a shortcut and enjoy.
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[For a partial list, see the starting note in this thread] |
Jim, - PLEASE!... just keep on going down that rabbit hole and don't stop untill you get to the mad tea party, - then enjoy yourself....
..... Don't come back, - until sanity has returned to this forum! ;) |
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I'm well aware that 6 weeks ago, Jim announced he was going to work on some simple additions.
And I'm aware that 5 days ago, Jim said: "A couple more days, and Beta 11 should be ready for testing by the general Forum members." Four months ago, I started this thread. I think the following question, edited from the quote below, is still a reasonable question. So, a question - if 10 months between feature releases isn't very long, then how long in your opinion would be "too long"? Quote:
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My own personal opinion is that someone not a million miles away must be a bit of a sucker for punishment to ask that question. Given numerous statements along the lines of "it'll take as long as it takes", and given that the whole thing is driven by someone with the heart of an artist rather than the heart of a production-line software developer, it seems to me that the above post and the terms in which it is couched are just asking for trouble.
But that's just me. |
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Both responses by Mark and Cliff sound right to me.
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My take on "Too Long" would be when all work on the MA3 has been abandoned.
I guess the problem comes from defining what "beta" means. On our side of the fence we would like something new every other day.. On a practical level we get something new.. once in a while. If that interval is too long... well, there is nothing in our contract with Jim or the this forum that demands we stay poised for testing. Enjoy the rest of the forum.. or not |
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