Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread bOR_
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread Jon Harrop
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread bOR_
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread Konrad Hinsen
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread Mark H.
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread Jon Harrop
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread mago
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread Konrad Hinsen
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread David Nolen
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread David Nolen
> > 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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-28 Thread bOR_
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

Re: Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-27 Thread Eric Lavigne
> > > 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

Clojure for Games/Simluation/Art (Optimization in Clojure)

2009-01-27 Thread David Nolen
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