coolroar

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coolroar last won the day on August 19

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About coolroar

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  • Birthday 02/05/1947

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    https://jounce.space

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    Reno, Nevada, US

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  1. coolroar

    Catacombs -- 3D

    I'm pretty sure that the first two PGs in this topic are generating two interleaved lattices (not my intention). https://www.babylonjs-playground.com/#USDWIJ and https://www.babylonjs-playground.com/#USDWIJ#1 The lattices are produced in this triple nested for loop: for (var i = -count; i < count; i++) {// make lattice for (var j = -count; j < count; j++) { for (var k = -count; k < count; k++) { var newInstance = polygon.createInstance("i" + i); newInstance.checkCollisions = true; newInstance.position.set(i*24,i*24+j*24,i*24+k*24) chamberLabel(newInstance.position.clone()) newInstance = mpolygon.createInstance("ii" + i); newInstance.checkCollisions = true; newInstance.position.set(i*24+12,i*24+j*24+12,i*24+k*24+12) chamberLabel(newInstance.position.clone()) }}} [sorry 'bout not giving literal 24 a var name] Anyone care to try fixing this gnarly inscrutable lattice generator? πŸ˜• ⁉️ ---------------------------------------------------------------------------------------------------------------------- Edit: Fixed it by replacing the triple nested for loop with a recursive version https://www.babylonjs-playground.com/#USDWIJ#4 /////////// recursive lattice builder var occupied = {} var count = 4 var radiusComponent = 12 function addRR(n, gx,gy,gz) { if (n >= count) return // done, go home addOneRR(n, gx-1, gy+1, gz+1) addOneRR(n, gx+1, gy+1, gz-1) addOneRR(n, gx-1, gy-1, gz-1) addOneRR(n, gx+1, gy-1, gz+1) } function addLL(n, gx,gy,gz) { if (n >= count) return // done, go home addOneLL(n, gx+1, gy-1, gz-1) addOneLL(n, gx-1, gy-1, gz+1) addOneLL(n, gx+1, gy+1, gz+1) addOneLL(n, gx-1, gy+1, gz-1) } function addOneRR(n, gx,gy,gz) { var name = gx+","+gy+","+gz if (occupied[name]) return occupied[name] = true var newInstance = mpolygon.createInstance("i" + n); newInstance.checkCollisions = true; newInstance.position.set(gx*radiusComponent, gy*radiusComponent, gz*radiusComponent) chamberLabel(newInstance.position.clone()) addLL(n+1, gx,gy,gz) // go add connected chambers (recursive) } function addOneLL(n, gx,gy,gz) { var name = gx+","+gy+","+gz if (occupied[name]) return occupied[name] = true var newInstance = polygon.createInstance("i" + n); newInstance.checkCollisions = true; newInstance.position.set(gx*radiusComponent, gy*radiusComponent, gz*radiusComponent) chamberLabel(newInstance.position.clone()) addRR(n+1, gx,gy,gz) // go add connected chambers (recursive) } addRR(0, 0,0,0) // start recursive lattice builder /////////// end of recursive lattice builder πŸ‘
  2. coolroar

    Catacombs -- 3D

    I woke up this AM with questions and musings about this project. Q: Are the [even, even, even], [odd, odd, odd] lattice node positions required? A: No, the lattice can be started (seeded) anywhere. The [even, even, even], [odd, odd, odd] pattern is convenient. Q: Are all [even, even, even] and [odd, odd, odd] positions occupied? A: No. A node (eg. [3,5,7]) has four neighbors, but there are eight neighboring [even, even, even] positions: [2, 4, 6], [2, 4, 8], [2, 6, 6], [2, 6, 8], [4, 4, 6], [4, 4, 8], [4, 6, 6], [4, 6, 8]. Q: So exits at positions with coordinates divisible by ten might not exist? A: Possibly, 50% chance since I chose div by 10 arbitrarily. Q: How can I choose periodic exit locations that do exist? A: Don't know. Working on it. Help? (https://www.babylonjs-playground.com/#USDWIJ#2 lines 191 - 194). πŸ’‘ ------------------------------------------------------------------------------------------------------------------ Postscript: The lattice repeats every 4 along cardinal axis, so here I've put exits at positions with coordinates all divisible by four: https://www.babylonjs-playground.com/#USDWIJ#5 and changed other references to PG with non-existing exits.
  3. coolroar

    Catacombs -- 3D

    To INFINITY and b e y o n d ! Now the lattice develops as you approach, adding chambers ahead of you using chambers that you've left behind. Your processors only have to manage 16 total chambers instead of XxYxZ chambers for an XxYxZ sized lattice. So better frame rate and an infinity of chambers! PG:-------------- πŸ‘‰ https://www.babylonjs-playground.com/#USDWIJ#5 πŸ‘ˆ For challenge, try to make your way to an exit -- exits are at grid coordinates that are divisible by four: [4, 4, 4], [40,-12,8], etc. Another challenge: try exit a chamber and return through a different tunnel. The Code: My goal was to make a regular labyrinth: uniform sized and spaced chambers with tunnels connected to each nearest neighbor. To avoid sight-lines that extend beyond neighboring chambers, I based the chambers on the tetrahedron. The tetrahedron has four faces, none of which are parallel. Actually, I used the truncated tetrahedron which has hexagon instead of triangle faces. I extended the hexagons to form the tunnels. [Some of the code is kinda complicated and the commenting is rather sparse: I need to develop vocabulary.] The following may help. Some interesting characteristics of this tetrahedral lattice: Adjacent chambers are mirror images. The absolute values of the components of a vector between neighboring chambers are equal (opposite corners of a cube). So with a grid increment gi, a chamber located at [a,b,c], its four neighbors would be at: [a-gi, b+gi, c+gi], [a+gi, b+gi, c-gi], [a-gi, b-gi, c-gi], and [a+gi, b-gi, c+gi]. Since neighboring chambers are mirrored, the signs of gi must be reversed for alternate chambers. (PG lines 166 - 178) If the grid increment gi = 1, as it is in the PG, the chamber grid coordinates will all be even or all be odd: [even, even, even] or [odd, odd, odd]. See nearestLatticePoint() (PG lines 200- 230) __________________________________________________________________________ Please come back with your questions and suggestions! πŸ’‘ πŸ‘‰
  4. coolroar

    Catacombs -- 3D

    @Dad72 Oops! Here it is with much smaller lattice: https://www.babylonjs-playground.com/#USDWIJ#4 My newly acquired refurbished computer has a bit more oomph than I thought! Edit: I think I'm seeing a mistake -- when viewing the labyrinth from outside, I think I'm seeing two interlaced but unconnected labyrinths. This would also apply to the PG in the OP. Hopefully not apply to the PGs in my later posts, since they use a different method to generate the lattice. 😐 Edit 2: Fixed it by replacing lattice generator with recursive version.
  5. coolroar

    Catacombs -- 3D

    (Installment one is embodied at https://jounce.space/zoom (infinite field of polyhedra).) This is installment two towards infinite 3D Terrain. "Exterior" shot: Interior shot: This is not yet "infinite". For now it's a limited 3D lattice. Go to https://www.babylonjs-playground.com/#USDWIJ#4 and make your way to an exit for an over-all view. For all the effort I've put into this, I'm now at a loss over what to do with it. Suggestions? A technique looking for an idea! Happy Holidays! 🌲 πŸŽ…
  6. coolroar

    Place meshes relative to the viewport?

    After var camera = new BABYLON.... try adding: camera.minZ = 1; camera.maxZ = 44; Also you can add camera.fov = 2.7 (or something) to widen or narrow the frustum. Look over the properties and methods in http://doc.babylonjs.com/api/classes/babylon.camera#maxz Here's an index of BABYLONjs classes, etc. http://doc.babylonjs.com/api/globals It's not the easiest thing to browse, but along with GOOGLE I find it valuable. Good luck with your projects! ☘️
  7. coolroar

    Place meshes relative to the viewport?

    For "camera pan away from a character until that character hits the edge of the screen" try while ( camera.isInFrustum( character )) { pan } or while ( camera.isCompletelyInFrustum( character )) { pan } From the first page of "google babylonjs frustum": https://doc.babylonjs.com/api/classes/babylon.frustum https://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene
  8. coolroar

    Star

    Woo Woo! Very nice!
  9. coolroar

    Star

    @JCPalmer I see that your my .gif is animated. Maybe the transparent background clashes with site avatar?
  10. coolroar

    Star

    Hey @JCPalmer & @DylanD, well surprisingly, googling "webm to gif" led me straight to it. But issues: I repeatedly ran the PG with different time values in recorder.startRecording("test.webm", 2) in order to eliminate the jump as the vid cycled. (using the converter at https://convertio.co/webm-gif/) Ended up exceeding their 10/day limit. Then I went to https://ezgif.com/video-to-gif where they had editing options (trim by frame numbers) for the resulting gif. I also used those editing options to remove alternate frames to shrink file size to fit avatar requirements. Good luck, I hope it goes smoothly for you! πŸ˜ƒ Edit: one other issue: to make the avatar, I put the playground code in a local .html where I set the canvas dimensions to avatar size (128px x 128px).
  11. coolroar

    Star

    I keep changing my avatar. A character defect? πŸ€’ Anyway I created it using BJS: https://www.babylonjs-playground.com/#SVZL1I#3 https://www.babylonjs-playground.com/#SVZL1I#4 I needed to take a break from long-term projects, so I did this instant gratification stuff. 😁 Take a look, they're short, fun, & tinkerable!
  12. coolroar

    Create dynamic surface elevation

    @ -- JohnK: Wow! Beautiful & Voluptuous! πŸ’₯ πŸ‘€
  13. coolroar

    Create dynamic surface elevation

    I made this http://playground.babylonjs.com/#2VXLRC using: Way-to-go JohnK Scroll to end of code for how to use Bezier smoother. πŸ’₯ πŸ‘€
  14. coolroar

    N Queens

    Watch this speedy little app zip through n-queens solutions! N-Queens at Jounce.Space Simple javascript, no dependencies. A classic computer science exercise, the n queens puzzle is the problem of placing n chess queens on an nxn chessboard so that no queen threatens any another. Thus no queen shares a row, column, or diagonal with any other queen. My method does not use recursion and a global variable represents the chess board. [The CS professor frowns.] Mesmerizing! πŸ‘€ πŸŽƒ πŸ˜ƒ
  15. Hi Steven, Here is one way -- paste this into your createScene function: // other stuff ... var rotationRate = .00002, winCntrX = engine.getRenderWidth(true)/2, winCntrY = engine.getRenderHeight(true)/2; window.addEventListener("resize", function () {// in case user adjusts window engine.resize(); winCntrX = engine.getRenderWidth(true)/2, // current screen center X winCntrY = engine.getRenderHeight(true)/2; // current screen center Y }); scene.registerBeforeRender(function(){ // other stuff ... var mx = (scene.pointerX-winCntrX) * rotationRate, // get rotation increments my = -(scene.pointerY-winCntrY) * rotationRate; camera.rotation.y += mx; // increment rotation camera.rotation.x += -my; if (camera.rotation.x > Math.PI/2.2) camera.rotation.x = Math.PI/2.2; // up limit if (camera.rotation.x < -Math.PI/2.2) camera.rotation.x = -Math.PI/2.2; // down limit // other stuff ... }); Here's an example: https://www.babylonjs-playground.com/index.html#PFC6AM Have fun! πŸ’₯