General purpose use.

On Wed, Nov 28, 2012 at 5:38 AM, Yaron Minsky <ymin...@gmail.com> wrote:
> Is this oriented towards educational use, or is it a more
> general-purpose library?
>
> y
>
> On Tue, Nov 27, 2012 at 10:51 PM, Jay McCarthy <jay.mccar...@gmail.com> wrote:
>> And if you don't want to write your own...
>>
>> I have a Planet package or github repo for almost everything...
>>
>> (old) slow functional physics in Racket ---
>> https://github.com/jeapostrophe/pfp/blob/master/example.ss
>>
>> (old) interface to fast Chipmunk library ---
>> https://github.com/jeapostrophe/chipmunk/
>>
>> my current system in pure Racket with a broad phase / narrow phase
>> distinction: https://github.com/get-bonus/get-bonus/tree/master/gb/physics
>>
>> Personally, I think you should use this opportunity to teach your kid
>> the Pythagorean Theorem, like the Boostrap curriculum teaches:
>> http://www.bootstrapworld.org/materials/
>>
>> Jay
>>
>> On Tue, Nov 27, 2012 at 8:37 PM, Stephen Bloch <bl...@adelphi.edu> wrote:
>>>
>>> On Nov 27, 2012, at 8:56 PM, Yaron Minsky wrote:
>>>
>>>> I've been weaning my son off of Scratch in favor of Racket, and trying
>>>> to get him to write interactive games using universe.ss and image.ss.
>>>> I'm wondering if anyone has suggestions for how to do things like
>>>> collision detection.  image.ss has these nice first-class images, but
>>>> I don't see a good way of querying two images to see if they overlap.
>>>
>>> Right, and the question doesn't even make sense at the "image" level 
>>> because images don't have locations.
>>>
>>> One "purist" answer would be to write your own collision detection, based 
>>> on whatever data type you're using for your model.  If it has two fields 
>>> "player-posn" and "monster-posn", you can do a distance formula calculation 
>>> to find out how close those two points are to one another, and decide 
>>> whether it's close enough to constitute a "collision".  If it has a list of 
>>> posns (or structs that contain posns), you can do that for each pair of 
>>> elements in the list.
>>>
>>> But that's a pain, however much one might learn from the process.  If you 
>>> just want to get a game with collision detection up and running, it would 
>>> be nice if the image and/or universe libraries provided some support.  An 
>>> easy example would be rects-intersect?: call it on the bounding rectangles 
>>> of your two translated images, and it tells you whether they intersect.  (A 
>>> student could write that easily enough, and use it henceforth.)  Spiffier, 
>>> in case you wanted to treat irregularly-shaped objects properly, would be a 
>>> function images-intersect? that takes in two translated images and tells 
>>> whether there is a pixel location for which both have nonzero alpha 
>>> channels.
>>>
>>> How do you represent a "translated image"?  It could be an image and a 
>>> posn, or it could be just an image formed by place-image onto an 
>>> all-transparent background.
>>>
>>>> Has anyone else had luck in doing this?  universe has a nice
>>>> programming model, but I've found it challenging to find simple ways
>>>> of doing the kinds of things that Scratch makes easy.
>>>
>>> And vice versa, of course: there are lots of things that are easy in 
>>> universe, but very difficult in Scratch.
>>>
>>>
>>> Stephen Bloch
>>> sbl...@adelphi.edu
>>>
>>>
>>> ____________________
>>>   Racket Users list:
>>>   http://lists.racket-lang.org/users
>>
>>
>>
>> --
>> Jay McCarthy <j...@cs.byu.edu>
>> Assistant Professor / Brigham Young University
>> http://faculty.cs.byu.edu/~jay
>>
>> "The glory of God is Intelligence" - D&C 93



-- 
Jay McCarthy <j...@cs.byu.edu>
Assistant Professor / Brigham Young University
http://faculty.cs.byu.edu/~jay

"The glory of God is Intelligence" - D&C 93

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