edward sumerfield // User Search

edward sumerfield // User Search

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AWCPP - C++ release v0.2

Oct 30, 1998, 3:05am
Don't you just have to manipulate the results of the aw_query? It returns the objects in a
zone. Once retrieved, you can then decide on a center, select the objects and sequence through
each of them applying the same rotation algorithm.

I am not sure how you want to select your objects. Maybe by owner id, or specify some kind of
bounding box?

The algorithm you want is more complicated than mine. You don't want to work out the yaw of
the object as a tangent to your circle, that would get you into differentiation - hated that
in school. Given an objects position, a center and an angle of rotation you can work out the
new x,z coords.

Lets see, if you look at the problem as "how do I move to the edge of my circle at a specified
angle" then you have a simple forward movement from circle center algorithm.

All you have got to start with is the circle_x , circle_z and object_x, object_z numbers. You
have to work out the radius of the circle you want your object to scribe. I think this is the
hardest part of all this.

First work out the length of the sides of the triangle.

delta_x = circle_x - object_x;
delta_z = circle_z - object_z;

Now work out the angle represented by the object and the circle center. Remember that all
these angle things are in radians. This goes back to the tan(angle) = o/h equation so the
angle = inverse tan(o/h).

angle = atan(delta_x / delta_z); or = atan2(delta_x, delta_z);

So the radius is

radius = delta_z / cos(angle);

Now to work out the position on the edge of the circle for any angle is simple.

center_x = 100;
center_z = 100;
angle = 15;

edge_x = center_x + (radius * sin(angle));
edge_z = center_z + (radius * cos(angle));
Move object to edge_x, edge_z;

You could get fancy if you want to tilt your circle into the y plane.

angle_yaw = 0;
angle_pitch = 0;

edge_x = center_x + (radius * sin(angle_yaw));
edge_z = center_z + (radius * cos(angle_yaw));
edge_y = center_y + (radius * sin(angle_pitch));
Move object to edge_x, edge_z, edge_y;

We are using a constant radius here but what if you wanted to rotate in an ellipse. I guess
the radius would have to change with some function of the angle. Maybe you could set the
radius for each step using

radius = minimum_radius + (radius_variation * cos(angle));

That way your radius would vary from the minimum_radius to the maximum radius (minimum +
variation) based on the angle.

There is more. We currently have an ellipse whose minimum and maximum dimensions are aligned
with the NS and EW axis. You can now rotate your ellipse in the horizontal or vertical plane
by adding an angle constant to the radius calculation.

radius = minimum_radius + (radius_variation * cos(angle + (ANGLE%360)));

You are also going to have to change the yaw of your objects based on how far around the
circle they have moved but I think that's just a matter of adding the angle of rotation to the
objects yaw.

Of coarse, this is a total guess. Its has been years since I played with math's. Its quite fun
to get back into it again. I was working with my 15 year old son doing algebra the other day.
It takes a while for it all to come back, he is still faster at it than I am.

Edward Sumerfield.

[View Quote] > Yes, I can now see that your code does allow for all angles, and is certainly the model
> for the rest of us to follow. I think it should work in any world quadrant, too; I was
> trying to picture the avatar as the center of a circle with four quadrants. I noticed that
> AW yaw places the first quadrant on the NW of the avatar, which is different from standard
> trig, but blends well with AW practice making S and E negative directions.
> I want my builder bot to be able to rotate an entire building (including landscape, etc.)
> to suit the needs of a particular site, working from a standard blueprint. I was trying to
> relate my trig problem to your avatar solution. Instead of one avatar, it's like I'm
> choreographing a lot of avatars, who are all moving 5 degrees around concentric circles at
> various distances from the center of the dance performance. Each avatar has its own
> n-meter hypotenuse from the center; the problem is working out the sines and cosines for
> their initial (blueprint) positions and final (constructed) positions. I'll try to post
> the code as soon as I have a version that works.
>
[View Quote]

bot idea

Mar 19, 1999, 4:09pm
[awcommunity snipped]

Is Rolu doing a deer bot as well?

Mine, is coming together well. Working on the avatar at the moment.

[View Quote] > Hey rolu, how did the deer bot turn out? I havent kept up to date on it, and
> was just wondering.... thanks.
> Ashen

AWCPP - C++ release v0.2

Oct 30, 1998, 5:22pm
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[View Quote] > except that I get the radius for each object (hypotenuse) by geometric
> means (courtesy of Pythagoras)

Of coarse, good old Pythag' I forgot about him. Now that is h squared = opposite square + adjacent
squared right? So your radius is root of opposite squared plus adjacent squared.

> and calculate the effect of the universal rotation starting from
> the object's arctan angle.

I don't get this. You are using the arctan of opposite / adjacent to get what? Which hypotenuse? There
is one from the center of the circle to the edge of the circle and one that connects two points on the
edge of the circle, from and to x,z locations. I feel a picture coming on. I see you are running
Mozilla 4.05 so should be able to see it as well.

[Image]

Do you mean h1 or h2 assuming the avatar direction follows the yellow arrow?

> To allow the avatar to move backwards,
> or sideways, while continuing to face the old way, one would have to declare a separate angle of
> motion,

I think I will add methods for move_right, move_left, move_up and move_down. All retaining the same
yaw.

I have decided to extrapolate movement patterns from the Movement class. So I will have a Shape class
that can have inherited shapes like circle, polygon or line even. Each version of the Shape class will
take a Position object and through multiple calls to its move method will translate the coordinates
within the Position object to the next location all around the edge of the shape.

You might end up with the following.

Circle c(position, radius, step, start angle);
for (int angle = 0; angle < 24; angle++) {
c.move()
aw_change_state
}

Edward Sumerfield.

>
>
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AWCPP - C++ release v0.2

Oct 31, 1998, 1:58am
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Ok, I think I understand. The only thing I am concerned about is that you have
x/z which would give you the angle at the center of the circle. You want z/x
to give you the angle that the object has to more forward at.

Its hard to communicate this stuff this way. Just make it happen dude, I want
to see spinning buildings.

[View Quote] > Nothing special about the arctan business (= your atan2(delta_x, delta_z)
> ): it should yield the angle at the original object, just above the
> unlabelled radius on your cool colored diagram. To that angle, I add the
> user's selected rotation (in degrees). Which allows me to find out what the
> width of the angle above radius h2 is. On your diagram, the original angle
> looks like 100 degrees, the rotation like 65 degrees, and the angle of the
> object to be built looks like 165 degrees. Since it is 165 degrees, and the
> radius h2 is known, I can proceed to use the avatar solution of sine/cosine
> routes to the new x and z. Neither the yellow triangle nor the red triangle
> come into it at all. Of course, I've been so busy reading everybody's
> fascinating new bot and geometry ideas, that I still haven't tested this
> out!
>
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Ok, I think I understand. The only thing I am concerned about is that you
have x/z which would give you the angle at the center of the circle. You
want z/x to give you the angle that the object has to more forward at.
<p>Its hard to communicate this stuff this way. Just make it happen dude,
I want to see spinning buildings.
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bot idea

Mar 20, 1999, 2:59pm
[awcommunity snipped]

Life keeps getting in the way of deer development. The end of Feb sounds like
one of my, ever enthusiastic, but totally unrealistic, estimates.

I could release the code before the avatar if you guys would like. It would
involve the new AWCPP 0.4 version and the Deer code. I may be able to get this
out by end of March.

Then I could release the avatar later when it is ready which wouldn't be until
end of April.

What do you think? One release or two?

[View Quote] > Oh yeah, I see, it was on the top of my list dated 2/5/99, and he had said
> that he would have it out by the end of the month hopefully. Has anybody
> given it a test? If so, does it work well?
> Ashen

AWCPP - C++ release v0.2

Nov 1, 1998, 2:01pm
Cool stuff, thanks for the tip.

Edward Sumerfield.

[View Quote] > The matrix math lines should read:
> newdeltaz := (deltaz * Cos(Rotation)) - (deltax * Sin(Rotation));
> deltax := (deltaz * Sin(Rotation)) + (deltax * Cos(Rotation));
> deltaz := newdeltaz;
>
[View Quote]

Bot positioning...

Oct 25, 1998, 2:06pm
The MY are your robots position and the AVATAR is the position of the avatar
that your bot noticed.

[View Quote]

Bot positioning...

Oct 25, 1998, 4:37pm
Certainly,

handler_avatar_add {

get AVATAR_X
get AVATAR_Y
get AVATAR_Z
get AVATAR_YAW

set MY_Z to AVATAR_X
set MY_Y to AVATAR_Y
set MY_Z to AVATAR_Z
set MY_YAW to AVATAR_YAW
aw_state_change
}

This will move you to exactly the same place as the avatar you have noticed.

Now the mathematical problem you have is working out how to put yourself
infront of and facing the avatar. Here is the algorithm:

distance from avatar required = 1000; /* 1 meter */

avatar direction in radians = (avatar yaw / 10) * (2PI/360);

Infront X = Avatar X + (distance * sin(avatar direction));
Infront Y = Avatar Y + (distance * sin(avatar direction));
Infront Z = Avatar Z + (distance * cos(avatar direction));
Infront YAW = (Avatar yaw + 1800) moduls 3600;

Some details to note:

1. The Ansi sin and cos functions take radians instead of degrees.
2. 360 degrees = 2*PI radians
3. Active world angle = 1/0 degree.

If you look at the Movement::modifyPosition method in the C++ AWCPP source
file Movement.C it shows you this logic for moving an avatar forward a
specific distance.

Hope this helps.

Edward Sumerfield.

[View Quote]

Bot positioning...

Oct 26, 1998, 1:55am
Exactly Walter. My appologies that is a typo. In reality it should read
"avatar vertical direction" which in your case will always be zero.

Edward Sumerfield.

[View Quote]

Bot positioning...

Oct 26, 1998, 11:06am
You know, that wasn't accurate either. The Y coordinate should remain
exactly the same as the avatars Y coordinate. After all, if an avatar is
flying over head you would want to run up to meet them wouldn't you.

So that same line should read.

Infront Y = Avatar Y;

Edward Sumerfield.

[View Quote]

API Add on

Oct 27, 1998, 1:00am
Are you thinking about game context tracking? Say, you want to develope a
fighting game where your avatars bump into each other until one dies. Each
avatar would require a "power" rating that would decrees with each bump. It
would require a server to track this kind of information.

It would be impossible for the AW server to realize all the game
functionality that you could think of but it would be possible for you to
create a bot that represented itself in the AW world but connected to a
seperate game server for tracking of "power" rating type stuff.

The only addition you need to the SDK is a way to add your sockets file
descriptors to the aw_wait event list. We have discussed this with Roland
already but it will probably be in a future release.

One of your design issues is deciding which UI you want to use. You talk
about pressing the left key and sending messages to the server. Does this
mean that you would be viewing the action on the AW browser but entering
keystrokes into your bot? Your bot can sence the left key and send
information to the server but what then.

One of the things I was debating this evening was the idea of whispering to
a bot and there fore have a private interface. I was thinking of it from a
bot debugging perspective but if you want one bot program to talk to a
seperate bot server for traking game info then this whisper idea might work.

Edward Sumerfield.

[View Quote]

Awjni-0.3.zip (1/1)

Nov 4, 1998, 7:30pm
In fact you are looking for DrChandra (Andrew Esh I believe?).

Edward Sumerfield.

[View Quote] >
> I'm not sure - you're asking specifically about the JNI, correct? The JNI
> was not developed by COF and I have yet to try it out myself. The author of
> the JNI posts here regularly, hopefully he will be able to answer your
> question.
>
> -Roland

Awjni-0.3.zip (1/1)

Nov 6, 1998, 10:09am
I am not sure if I understand the context here but may I suggest that you add a
layer on top of the callback to do the static to object routing.

From a java perspective you want a CallbackIF that any class can implement to
prove that it has the callback method in it.

You can then hide an array of CallbackIF objects with their respective instances
and when a callback occurs you look up the object based on the isntance and call
the appropriate method.

This is how I did it in AWCPP.

Edward Sumerfield.

[View Quote] > As I understand it, you are able to designate an object to pass to the C
> code portion of the JNI call. The C code must make JNI specific calls to
> call one of the methods of that object. My expectation is that we will have
> to agree on a name or some other agreed upon designator for that method.
> Then the callback catcher on the C side can be written to grab the object
> being referred to in the callback, and call the designated method, always.
>
> Since I did not write most of the code for this version of the AWJNI, I have
> not yet looked at how the callbacks are implemented. What this all means is
> that it is possible, but probably not yet implemented.
>
> Time is kind of hard to come by, lately. Maybe I can give a bteer answer
> tomorrow, or over the weekend. I still have to convert it to Build 7, too.
>
> DrChandra/PK-37
>
> --
> Andrew C. Esh mailto:andrew_esh at cnt.com
> http://www.mtn.org/~andrewes - ACE Home Page
>
[View Quote]

Collision detection.

Oct 29, 1998, 9:58am
AW is already doing collision detection between bots and objects but it is not
between avatars or between avatars and building objects that are moving.

I am thinking about a game of catch.

Would the ball be an object or a small round avatar? Object that are being
moved can not be seen.

Do I have to build collusion detection into my ball? After all it will have to
stop infront of avatars to simulate catching and bounce of objects.

Gravity doesn't exist for bots. The movement of the ball would have to
simulate this.

Throwing would be a new gesture sequence but distance and strength of throw
would be hard to implement.

Your thoughts?

Edward Sumerfield

Collision detection.

Oct 29, 1998, 11:02pm
[View Quote] > As you pointed out, a moving object can't be seen. and a avatar is made for
> "moving" :)
>
> but for collision detection, its implemented in the browser for avatars, not
> into the server or SDK for bots. or am i wrong at this point ? my bot daniel
> passes through everything without problems :)

I agree, you are right, but if my ball were an avatar it would have to do the
checking on the server side to decide where to move next. You could say that its
not the players that are moving the ball but the placement of the players that
make the ball decide where to go.

> if you don't use the gesture for ball treatment, but the move instead, you
> could have distance and strengt..
>
> if you run against your ball, it has much strength, it you just walk against
> it, it will run off more slow...
>
> which would mean you have to monitor the last few movements and time
> indices, as the browser does for interpolating the avatar paths, which,
> unfortunately means any network traffic jam would influence your ball
> response.

I have been tracking the changing positions and experience problems because of
all the debug tracing I have on. I will have to turn it all off to see what the
real impact is.

You are right though, maybe in a high traffic area the ball robot would not be
able to keep up with all the avatars running around it. It might choose to
bounce at odd times.

> just my 2 cents...

Worth a couple of marks at least.

> Walter
>
> Edward Sumerfield schrieb in Nachricht <36385854.F7C34D1D at poboxes.com>...
> not
> to

Collision detection.

Oct 30, 1998, 4:49pm
Depends on your perspective. If you are interfacing to a world via a bot
program then you are working with a client of the active world server. However,
if you are using the AW browser to interface to a robot running in the world
then the representation of the robot is on the server side.

Robot (client) -> World (Server) < - AW browser (client)

If you, as the browser, enter a chat message "throw ball" then you are sending
a message from the client to the world server that it could pass onto the robot
program so the robot is in effect a server or your browser.

The question came up the other day with regards building game stuff into a
world server. I said that it is not appropriate in the world server but should
be built into a separate game server. Now the players of the game, interfacing
via the AW browser, would interact with activities in the world. Now assume you
have an additional robot as part of the same game. It could socket connect
directly to the game server or just "whisper" to the game server avatar as a
form of transport layer between programs.

Robot ---------- Ether would work though one is more
efficient.
| |
v v
Game server -> World <- Aw Browser

All kinds of interesting architectures to play with.

Edward Sumerfied.

[View Quote] > Edward Sumerfield schrieb in Nachricht <36391029.9C628A93 at poboxes.com>...
> not
> daniel
> the
> that its
> that
>
> The server side ? why that ? the bot program (which, from the
> client/server-point of view is the client side) would do all the checking.
>
> Walter

Re: SDK App web site , was Re: <yawn>

Oct 30, 1998, 5:29pm
[removed "beta" cross post]

I would be happy to upload my releases to your site if you like. A central location would make it all much easier to handle.

By the way I have adopted doxygen as an auto documentation tool. It supports C/C++ and Java. Don't know about Delphi. It scrapes comments from the
code and generates html help files. Something like javadoc or DOC++. My next release should be almost totally documented.

http://www.stack.nl/~dimitri/doxygen/

Edward Sumerfield representing the AWCPP contingent.

[View Quote] > Easy, I'll set one up. I'll even setup a database so that the programs can be updated and the like, and submitted by people.
>
> Ie, resources like the delphi interface, the C++ wrappers and the newer builds of the sdk java codes can be contained on there. i can set up a
> "file library" for developers to to dynamically upload new apps that are coming out of the sdk work. . .because, theres more coming all the
> time.
>
> In fact, i think i might start setting this up now. . .
>
> Fac.
>
[View Quote]

AWBOT & TC 3.0

Oct 30, 1998, 7:17pm
Change it to

rc = aw_init...
if (rc == 0) {
life is good

The single equals is an assignment whereas the double equals is a comparison. The
compiler is just fussy really. Most compilers will let that one go.

The unresolved reference is because you are not including the aw.lib in your link
stage. Its probably a parameter in one of your configuration menues.

Edward Sumerfield.

[View Quote] > I work with Turbo C++ 3.0 but i can't build the exe-pgm with the simple1 source.
> Ok i'm not a C or C++ guru but now on the way to learn it :)
>
> If i try to build the awbot.exe i get 5 warnings like this:
> Warning AWBOT.C 19: Possibly incorrect assignment
> line19 are: "if ( rc = aw_init (AW_BUILD))"
> and 13 errors like this:
> Linker Error: Undefined symbol _aw_string in module AWBOT.C
>
> Did anyone know where i have to set the environment right or i have to change
> the source code??
>
> Thanks Plati

Help...

Oct 31, 1998, 2:03am
This is the only free compiler solution that we know about but you will not be
able to statically link with the aw.lib file. You have to code using the
aw.dll file. We have implemented solutions in this manner already so much of
the base code is already done for you.

Edward Sumerfield

[View Quote] > http://www.cygnus.com, look for CygWin32, and be prepared to learn a few
> basic UNIX shell commands :)
>
[View Quote]

Help...

Nov 1, 1998, 2:08pm
It would be cool if you could cut and paste the text from the error message.

Undeclared is usually a warning from the compiler meaning that there is no prototype
for the function.

main() {
fred();
}
fred() {
cout < "Hello";
}

This would give a warning because Fred is not declared as a function when it is
called.

int Fred();
main() {
...

This would remove the warning because Fred is declared before it is used.

However, it you are referring to the aw_???? functions then they are all declared in
aw.h (lines 247 to 311 in my version v7). So you should just have to make sure that
the .h file is included prior to you calling the functions.

Edward Sumerfield.

[View Quote] > About LCC it returns a problem in the sdk aw.h lines 238 - 258 (ones that use
> AWAPI) at the begging LCC says they are undeclared...
>
[View Quote]

Cygwin32 Help

Nov 1, 1998, 2:16pm
Xoom seems to be back up now. Its been farther unreliable this week.

Edward Sumerfield.

[View Quote] > Would have referred you to this page:
> http://members.xoom.com/esumerfd/ActiveWorlds/AWSDK.htm
> but it now gives a 404... :(
>
[View Quote]

Re: Bot Program wanted

Nov 5, 1998, 2:24am
What do you want it to do?

Edward Sumerfield

[View Quote] > i just want something besides hambot! <8^)

Bot Program wanted

Nov 7, 1998, 11:59am
One of the things I am thinking of doing is adding a class that reads in a
chat.ini file that contains

chat | Response
chat | Response

type formatting. That way you can set up a conversation sequence. For a real
greeter bot you are ask questions and based on the area that the visitor is
interested in you can give a canned response.

Though, kingben, this is what HamBot does. You can really do some fabulous
things with the HamBot language.

Edward Sumerfield.

[View Quote] > ok...
> i want one that can talk like a real person like the one the one in mandalay
> (doesnt have to be that good, just as good as you can make) thanx <8^)
>
[View Quote]

Simple error converter(13.8K): win32 app that asks for reason # and outputs the reason.

Nov 7, 1998, 12:06pm
[snip wish list cross post]

Put it in Facs App Resource Lib. Then you don't have to both getting your own URL.

http://isg.curtin.edu.au/fletch/worlds/sdk/

Edward Sumerfield

[View Quote] > oh yeah. forgot. ill get one. but i did say what was in the message in the
> title.
>
[View Quote]

help

Nov 7, 1998, 12:25pm
This is a multi-part message in MIME format.
--------------685478F83A8CC0B16451533F
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

I do it in AWCPP

http://members.xoom.com/esumerfd/download/awcpp0_2.zip

Though my web page seem to be having repeated problems these days.

I have attached the small piece of code that actually does the interface with
the SDK using the DLL. I assume you have already read the posts about the
aw.lib not working with Gnu cygwin32 because of differing object formats.

The AWSDK class has some of the sdk calls built into it. I have only been
adding the ones I need for my Deer. Feel free to add some more and send it
back.

I added the AW class so that you could see an example of how to call the AWSDK
methods. They are static methods so is is a little different if you are not a
C++ person.

Edward Sumerfield

[View Quote] > hello I have gottent he smaple code to compile but don't know how to
> onvert my own code for cygwin32

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BallBot

Nov 7, 1998, 12:38pm
Cool. Can I see. How about scheduling a viewing or give us the source or
binaries.

Edward Sumerfield

[View Quote] > hey all,
> I finally got around to it and made that ballbot on the bot ideas page
> :)
> now to get him to only respond to gesutres played with in 1 meter of it

BallBot

Nov 7, 1998, 12:46pm
Never mind, I found it in AWPres.

It Rocks.

Does each gesture do a specific thing or are they random. It seems that the
ball moves a random distance and rolls around in circles a little.

Edward Sumerfield

[View Quote] > Cool. Can I see. How about scheduling a viewing or give us the source or
> binaries.
>
> Edward Sumerfield
>
[View Quote]

Re: Deer Bot

Jul 30, 1999, 12:00pm
http://members.xoom.com/esumerfd/ActiveWorlds/AWCPP.htm

[View Quote] > Does anybody know where i can get that deer bot that i keep seeing ppl
> talking about on this newsgroup, thanks
>
> Sir Bok

walking bots

Nov 7, 1998, 9:20pm
Roland answered this a few threads ago. It comes down to understanding three
things:

1. The sequences are implemented by the AW browser and therefore your robot
has no DIRECT impact on how the browser represents the avatar. Its more of a
mythical art.

2. A sequence is started for each move an avatar makes. This is started by
the world server sending the browser a new position.

3. The world server sends position information to the browser at a maximum
of once per second.

Roland said that if you move your avatar at about one meter per second then
you should see a repeating sequence.

Edward Sumerfield

[View Quote] > Hi, I'm part owner of BallBot and I made a ball av for the bot and have
> a rolling sq for the walk seq and the roll only works for the first few
> meters of the movement. can you tell me how to fix it?

walking bots

Nov 8, 1998, 1:32am
It is driven by a combination of your aw_wait time and the distance moved. So you
should have something like.

kick_distance = 0; // meters kicked.
while( aw_wait(1000) ) { // Wait for 1 second.
if (kick_distance > 0) {

move ball forward 1 meter.
kick_distance--;
}
}
void avatar_change() {
if (gesture == kick) {
kick_distance = 10;
}
}

So when the ball is not kicked it does not move but kicking it sets the kick
distance to some value based on how hard it was kicked. Once the kick distance is
set then the ball will not forward one meter every second.

Edward Sumerfield

[View Quote] > 1 meter a second? hmmm... I have no idea what ballbot is moving at...
>
[View Quote]

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