Aww. Indeed, if I remember Hanno's talks, he was using meticiously
sized cubes that worked well with the cache.
by the way, the way to get bird rather than boid/fish swarms is to add
gravity, and let the birds bank and roll and pitch and yaw.
On Jan 28, 7:46 pm, Jon Harrop wrote:
> On Wednesday
On Wednesday 28 January 2009 18:09:30 bOR_ wrote:
> Errata: Hanno works in Groningen. As I work in Utrecht, I sort of
> automatically appended 'Utrecht' after 'Theoretical Biology'.
>
> Ontopic: There is a thing called Hilbert curves that you could use.
> http://en.wikipedia.org/wiki/Hilbert_curve
Errata: Hanno works in Groningen. As I work in Utrecht, I sort of
automatically appended 'Utrecht' after 'Theoretical Biology'.
Ontopic: There is a thing called Hilbert curves that you could use.
http://en.wikipedia.org/wiki/Hilbert_curve
You could define a 1d array, and translate the bird 2d po
On Jan 28, 2009, at 18:07, Jon Harrop wrote:
> I disagree. The most obvious generalization of FMM (and the one
> presented in
> my books OCaml for Scientists and F# for Scientists) is the
> hierarchical
> spatial decomposition of general contributions rather than just
> poles. That
I agree
On Jan 28, 7:09 am, Konrad Hinsen wrote:
> It is possible to generalize the Fast Multipole Method somewhat, but
> it remains a technique for a limited (though important) class of
> interactions. It is rather unlikely that it will be of any use for
> simulating a flock of birds.
The FMM its
On Wednesday 28 January 2009 15:09:26 Konrad Hinsen wrote:
> It is possibe to generalize the Fast Multipole Method somewhat, but
> it remains a technique for a limited (though important) class of
> interactions.
I disagree. The most obvious generalization of FMM (and the one presented in
my book
I don't know anything about how a bird navigates as part of a flock,
but I guess it uses its eyes to see the other birds. And I also
imagine that it pays more attention to birds nearby than to far away
birds. Maybe it even uses the area covered on its retina by the other
bird to assign to assign i
On Jan 28, 2009, at 5:00, Eric Lavigne wrote:
> In "Objective CAML for Scientists" [1] pages 92-101 Jon Harrop
> demonstrates a rapid numerical solution for a multibody gravitation
> problem, which looks similar to the problem you are solving. He
> refers to the method as Fast Multipole Met
On Wed, Jan 28, 2009 at 6:59 AM, bOR_ wrote:
>
> There is many ways in which you can improve the algorithm. I have seen
> flocks of 10,000 birds being rendered real-time on a laptop by Hanno
> Hildenbrandt, theoretical biology Utrecht.
>
>
> http://www.rug.nl/biologie/onderzoek/onderzoekgroepen/t
>
> For the purpose of game development, I think it is a mistake to perform
> these calculations for every pair of birds. If you had an error of 1% in
> each of the three characteristics (cohesion, alignment, separation) would
> that still be good enough? Would this be an acceptable loss if you got
There is many ways in which you can improve the algorithm. I have seen
flocks of 10,000 birds being rendered real-time on a laptop by Hanno
Hildenbrandt, theoretical biology Utrecht.
http://www.rug.nl/biologie/onderzoek/onderzoekgroepen/theoreticalbiology/peoplePages/hannoPage
Also, Craig Reynol
>
>
> The technique was first described by Craig Reynolds in the 1980s and has
> since then made it's way into many contemporary games. The algorithm is
> interesting in that it's fairly computationally intensive. Each boid's
> motion is determined by calculating it's distance from every other bo
Dear Clojurians,
After my obsessed stint with object orientation, I went on to a new obsessed
stint with basic functional programming with the hope of converting a nice
Java boid simulation written in the popular Processing pedagological tool.
I would like to find out if anyone has pointers on im
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