[DGD] the building blocks of grandiose worlds: geometry

Raymond Jennings shentino at gmail.com
Tue Aug 27 21:09:10 CEST 2013


And thank you for finding the evoke document from skotos's article library.
 I was hunting for it myself.


On Tue, Aug 27, 2013 at 12:07 PM, Raymond Jennings <shentino at gmail.com>wrote:

> Aha, just read part 2 and it seems you already used them as inspiration.
>  Good choice :)
>
>
>
> On Tue, Aug 27, 2013 at 11:55 AM, Raymond Jennings <shentino at gmail.com>wrote:
>
>> I've starred your post in my gmail, it sounds like useful background
>> information.
>>
>> It seems also that your work at least somewhat parallels the SkotOS model
>> of proxes and prepositions.  Some of their articles may also suit you for
>> reading.  I've already read most of them myself.
>>
>> Thanks ^^.
>>
>>
>>
>> On Tue, Aug 27, 2013 at 11:39 AM, James Smith <jgsmith at gmail.com> wrote:
>>
>>> It's been a couple months since I was able to dive into code, but I've
>>> been
>>> trying to work out geometry based relationships rather than simple
>>> environment containment.
>>>
>>> I have a few blog posts on the subject:
>>>
>>> http://www.second-contract.com/2013/02/scenes-and-settings/
>>> http://www.second-contract.com/2013/03/scenes-and-settings-part-2/
>>> http://www.second-contract.com/2013/03/proximity-and-movement/
>>>
>>> http://www.second-contract.com/2013/07/describing-scenes-paths-and-terrains/
>>>
>>> Some code is available on github:
>>> https://github.com/jgsmith/second-contract
>>>
>>> If those might be helpful.
>>>
>>> -- Jim
>>>
>>>
>>> On Tue, Aug 27, 2013 at 2:19 PM, Raymond Jennings <shentino at gmail.com
>>> >wrote:
>>>
>>> > So the gist of veiling is that insider and outsider is inherently
>>> > transitive, which is why it can be implied.
>>> >
>>> > If object A is outside object B, and B is outside C, then we already
>>> know A
>>> > is outside C and we don't even have to ask.
>>> >
>>> >
>>> > On Tue, Aug 27, 2013 at 11:08 AM, Raymond Jennings <shentino at gmail.com
>>> > >wrote:
>>> >
>>> > > I should probably point out that in this process I'm trusting
>>> geometry
>>> > > queries to be honest.  Real geometry is consistent and allows for
>>> this to
>>> > > work.  This scheme will fail in a hurry if geometry handlers lie to
>>> the
>>> > > relation processing.
>>> > >
>>> > >
>>> > > On Tue, Aug 27, 2013 at 11:07 AM, Raymond Jennings <
>>> shentino at gmail.com
>>> > >wrote:
>>> > >
>>> > >> I agree, it's vague ^^  I'm still trying to come up with the
>>> terminology
>>> > >> too.
>>> > >>
>>> > >> The basic idea is that I keep track of geometric (topologic?)
>>> relations
>>> > >> between neighboring objects.
>>> > >>
>>> > >> WRT one object that holds the relation mapping, another object can
>>> be:
>>> > >>
>>> > >> 1.  An insider (completely contained by us)
>>> > >> 2.  An intersecter (our boundaries criss cross)
>>> > >> 3.  An outsider (completely containing us)
>>> > >> 4.  An overlapper (our boundaries are perfectly congruent)
>>> > >> 0.  No relation at all
>>> > >>
>>> > >> The default is 0, which as a nil is not even tracked, and any
>>> object not
>>> > >> in our relation map is assumed to be 0.
>>> > >>
>>> > >> Now the immediately useful part:
>>> > >>
>>> > >> First, direct neighbors:
>>> > >>
>>> > >> Objects in sets 1, 2, or 4 have parts of themselves inside us, and
>>> > >> qualify for internal actions.
>>> > >> Objects in sets 2, 3, or 4 have parts of themselves outside us, and
>>> > >> qualify for external actions.
>>> > >>
>>> > >> Second, indirect neighbors:
>>> > >>
>>> > >> Additionally, objects in sets 2, 3, or 4 may have objects of their
>>> own
>>> > >> inside them, or in their own 1-, 2-, or 4- set.
>>> > >>
>>> > >> The 1's, 2's, and 4's of our 2's, 3's, and 4's are external
>>> neighbors.
>>> > >>
>>> > >> The 2's, 3's, and 4's of our 1's, 2,s and 4's are our internal
>>> > neighbors,
>>> > >> and the rules of geometry (I think anyway) imply that those indirect
>>> > >> relations will also show up in our own 1's, 2's, or 4's
>>> > >>
>>> > >> By querying these lists, I can find neighbors.  This collection of
>>> > >> neighbors is the list of candidates for things like visibility,
>>> > >> interaction, targeting by nouns, and so on.
>>> > >>
>>> > >> That is the immediate usefulness.
>>> > >>
>>> > >> The second intended benefit:  Any outsider or insider acts as a veil
>>> > >> which hides everything behind it from processing, which in a sizable
>>> > world
>>> > >> can obviously cut way down on the O(N^2) potentials, since anything
>>> > >> affecting us from beyond that veil (no sirius black jokes please)
>>> has
>>> > to go
>>> > >> through the veil to get to us, and since the outsider or insider is
>>> > already
>>> > >> keeping track of us in its own relation list, anything that cares to
>>> > find
>>> > >> us can do so easily once it hits the veil and peeks behind it.
>>> > >>
>>> > >> This veiling effect also helps save on processing time when geometry
>>> > >> relations need to be checked for updating after an object moves.  I
>>> > don't
>>> > >> have to do a nasty O(N^2) check against everything else.  If I
>>> change
>>> > from
>>> > >> a 1 to a 2 for object B, I only have to look at object B's 1's and
>>> 2's
>>> > and
>>> > >> 4's to see who my new relations might be.  Similiarly, if I become
>>> a 1
>>> > of
>>> > >> object B, I never have to look outside object B again to check
>>> anything.
>>> > >>
>>> > >> This is all theoretical so far, but my prototype is working well
>>> enough
>>> > >> even now for the time being.
>>> > >>
>>> > >> As a quick and dirty example, let's say you have a few objects:
>>> > >>
>>> > >> object A is Fort Providence, and is a municipal zone.
>>> > >> object B is the county of Kolechistan
>>> > >> object C is Kolechistan's first police precinct
>>> > >> object D is Kolechistan's fourth fire district
>>> > >> object E is the state of Imporiton
>>> > >> object F is the great and glorious nation of Triskellia
>>> > >> object G is the state of Oregon.
>>> > >>
>>> > >> A is completely inside B, and also completely inside C and D
>>> > >> B is completely inside E, and contains C and D
>>> > >> C and D, being under different departments of Kolechistan, are
>>> > >> intersecting each other, completely contain A, and are completely
>>> > inside B
>>> > >> E contains A
>>> > >> F contains E
>>> > >> F contains G
>>> > >>
>>> > >> Now, I have some optimizations already.
>>> > >>
>>> > >> Because E completely surrounds B, it doesn't even show up as a
>>> relation
>>> > >> at all for A, C, or D.  A, C, and D list B as their ousider, and can
>>> > safely
>>> > >> ignore anything outside of B.  Which means that anything inside
>>> > Kolechistan
>>> > >> doesn't have to worry about the rest of Imporiton, or for that
>>> matter,
>>> > >> anything outside it such as F (Triskellia) and G (oregon).  Object B
>>> > acts
>>> > >> as a veil that hides objects E, F, and G from objects B and C, and
>>> > >> therefore from object A.
>>> > >>
>>> > >> Additinally, anything outside of Kolechistan doesn't need to worry
>>> about
>>> > >> anything inside of it.  Objects E, F, and G can completely ignore
>>> object
>>> > >> B's contents, since object E acts as a veil.
>>> > >>
>>> > >> Now if due to political events, the borders change, I can run a
>>> geometry
>>> > >> check on any objects.  If the check brings in new neighbors, I can
>>> check
>>> > >> against them as well, and if relations change I can then look for
>>> more
>>> > >> candidates.
>>> > >>
>>> > >> However, I only have to check my neighbors.  If after checking
>>> them, no
>>> > >> new candidates pop up, I can stop.  Anything that remains an
>>> outsider
>>> > >> cannot possibly have anything interesting outside itself, and
>>> likewise
>>> > for
>>> > >> insiders.
>>> > >>
>>> > >> Now, if something happened outside that needed our attention, that
>>> > >> something would first have to pierce the borders of our outsiders,
>>> and
>>> > if
>>> > >> it did that, it would then check our outsider's relations (including
>>> > us).
>>> > >>
>>> > >> or, to put it back in the example, if a rocket was launched from
>>> China
>>> > >> and made its way to Fort Providence, you can bet your bones that
>>> > >> Triskellia's air force radar would find out about it and the air
>>> force
>>> > >> would warn Imporiton's governor.  Imporiton's governor, in turn
>>> would
>>> > >> probably put the police precinct and fire district on high alert by
>>> the
>>> > >> time the rocket impacted.  Which is to say, that the rocket would
>>> have
>>> > to
>>> > >> go through Triskellia's borders before Imporiton even saw it, and
>>> > likewise
>>> > >> through Imporiton's borders before the police and fire districts
>>> saw it,
>>> > >> and then likewise for Fort Providence itself.  Each penetration of a
>>> > veil
>>> > >> brings up new objects to check for relations, and this process can
>>> > recurse
>>> > >> as needed until everything resolves.
>>> > >>
>>> > >> Since the police and fire zones intersect though, Fort Providence
>>> still
>>> > >> has to put up with jurisdictional squabbles.
>>> > >>
>>> > >> I hope this clarifies my idea better.
>>> > >>
>>> > >>
>>> > >> On Mon, Aug 26, 2013 at 11:08 AM, Natasha Koroleva <
>>> > >> natasha.i.koroleva at gmail.com> wrote:
>>> > >>
>>> > >>> Kind of vague description. I wonder there is a direction attribute
>>> for
>>> > >>> the relation (I assume this will be used for to handle exits)?
>>> Overlap
>>> > >>> includes some sort of index so that you know what is above and
>>> below
>>> > >>> the object?
>>> > >>>
>>> > >>> On Mon, Aug 26, 2013 at 10:51 AM, Raymond Jennings <
>>> shentino at gmail.com
>>> > >
>>> > >>> wrote:
>>> > >>> > Ok, so I just implemented very basic geometry processing, that
>>> makes
>>> > >>> sets
>>> > >>> > of objects that are inside, outside, intersecting, overlapping,
>>> or
>>> > not
>>> > >>> > related at all.
>>> > >>> >
>>> > >>> > This is the foundation for delegation and object hiding in my
>>> > "colossal
>>> > >>> > galaxy with detail down to the room" scheme.
>>> > >>> >
>>> > >>> > The gist is that for any two objects, object B can be inside
>>> object
>>> > A,
>>> > >>> > outside it, intersecting it, or overlapping it (same position and
>>> > >>> shape)
>>> > >>> >
>>> > >>> > Ultimately, the relation list will seed the candidate list when
>>> > >>> checking
>>> > >>> > for neighbors.
>>> > >>> >
>>> > >>> > Can anyone see any flaws in this design?
>>> > >>> > ____________________________________________
>>> > >>> > https://mail.dworkin.nl/mailman/listinfo/dgd
>>> > >>> ____________________________________________
>>> > >>> https://mail.dworkin.nl/mailman/listinfo/dgd
>>> > >>>
>>> > >>
>>> > >>
>>> > >
>>> > ____________________________________________
>>> > https://mail.dworkin.nl/mailman/listinfo/dgd
>>> >
>>> ____________________________________________
>>> https://mail.dworkin.nl/mailman/listinfo/dgd
>>>
>>
>>
>



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