Thread

in-AW object creation/editing? (Sdk)

in-AW object creation/editing? // Sdk

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=?iso-8859-1?q?eep=b2?=

Mar 18, 1999, 6:07pm
Does the SDK allow in-AW RWX (object) creation/editing, specifically, visually, allowing to create objects within AW itself vs in an external program (Modeler, text editor, etc) then do all the humdrum mundane crap of zipping (with or without encryption), uploading to object server, etc.? I'd like to be able to do this and if someone is willing to create such a program (don't call it a bot; that's getting lame and overused/abused as a term), I will be willing to help design how it would work.

dthknight

Mar 18, 1999, 9:41pm
Probably not... unless a specific world with each object made up of teeny
tiny rotated block.rwx's was made, which the SDK bot could then build and
made a model of your model (confusing I know)... To do the editing you would
still need a seperate application, and would have to ALT-TAB between AW and
the modeler-turned-SDK-app.

[View Quote]

archon manus

Mar 18, 1999, 11:31pm
Interesting that you should mention this, as I was thinking about posting
something similar as a bot idea. In short, yes it can be done. I've already
written a terrain generating program that outputs RWX scripts (objects),
including zipping and uploading them (easy for me since my web server is
local, but one could include or call ftp functionality).

The bot idea includes two concepts that would be interesting to explore in
the AW context:
1. A bot that creates objects based on a series of types, but with random
variations, and
2. Simple genetic programming to aid the bot in creating objects that are
aesthetically pleasing to the viewer

So, ArtisteBot hangs out in its virtual workshop and begins by deciding what
kind of object it wants to create from a palette of types that it has been
provided with. . .perhaps deciding that it will create an object made up of
multiple intersecting spheres shot through with long, thin pyramids. It
plugs random values into the appropriate parameters, calls the functions,
generates, zips and uploads the resulting object to the (private) world
object path. Then it displays the object and waits a while to see if it gets
any feedback from nearby entities. Based on the feedback it either
increments or decrements the probability that it will generate another
object using the same engines and the same combination. Then it chooses and
generates another object. . .and so on.

Archon Manus
Vizier D'Magienne




[View Quote]

=?iso-8859-1?q?eep=b2?=

Mar 18, 1999, 11:54pm
Woaaaaaaah, there, pardner. I just want a way to create objects in AW. I don't want some idiotic bot doing it (just one look at the stupid censor-eject bot tells me bot programmers don't know how to design correctly, which usually tends to be the case with most programmers in general).

I'd be interested in checking out your terrain generating program, however. Where can I get it?

[View Quote] > Interesting that you should mention this, as I was thinking about posting
> something similar as a bot idea. In short, yes it can be done. I've already
> written a terrain generating program that outputs RWX scripts (objects),
> including zipping and uploading them (easy for me since my web server is
> local, but one could include or call ftp functionality).
>
> The bot idea includes two concepts that would be interesting to explore in
> the AW context:
> 1. A bot that creates objects based on a series of types, but with random
> variations, and
> 2. Simple genetic programming to aid the bot in creating objects that are
> aesthetically pleasing to the viewer
>
> So, ArtisteBot hangs out in its virtual workshop and begins by deciding what
> kind of object it wants to create from a palette of types that it has been
> provided with. . .perhaps deciding that it will create an object made up of
> multiple intersecting spheres shot through with long, thin pyramids. It
> plugs random values into the appropriate parameters, calls the functions,
> generates, zips and uploads the resulting object to the (private) world
> object path. Then it displays the object and waits a while to see if it gets
> any feedback from nearby entities. Based on the feedback it either
> increments or decrements the probability that it will generate another
> object using the same engines and the same combination. Then it chooses and
> generates another object. . .and so on.
>
[View Quote]

archon manus

Mar 19, 1999, 1:47am
Your response is certainly continues the grand Eep-esque tradition by
including provocation, insult and interest in continuing the exchange.
Bravo! :)

I don't have any plans to make the terrain generator program public, mainly
because I'm too lazy to spend the time creating a logical, much less
friendly interface for it. It probably wouldn't interest you, but you can
see examples of its output in D'Magia, especially at 12N 5W (and moving
westward) and at 7S 14E (moving up and southward). There is a series of
modular hill pieces that are available for download from the D'Magia site
http://www.homestead.com/dmagia/down01.html ) that were created with the
program. I've not mentioned them previously since I've not taken the time to
write any instructions, but they should be relatively self-explanatory. An
area created using them is in CVDS at 27S 23E (and moving to the SE).

Archon Manus


[View Quote]

=?iso-8859-1?q?eep=b2?=

Mar 19, 1999, 2:48am
Dude, what crack are you smoking?? It probably wouldn't INTEREST me?? Modular groundmaking programs most certainly DO interest me! I've been waiting for COF/AWCI to release their's for over a YEAR now. Lucio's is interesting but I don't have Excel. If your program can create modular ground, I'm DEFINITELY interested in it! I would like to get a copy of this from you, if you wouldn't mind.

[View Quote] > I don't have any plans to make the terrain generator program public, mainly
> because I'm too lazy to spend the time creating a logical, much less
> friendly interface for it. It probably wouldn't interest you, but you can
> see examples of its output in D'Magia, especially at 12N 5W (and moving
> westward) and at 7S 14E (moving up and southward). There is a series of
> modular hill pieces that are available for download from the D'Magia site
> http://www.homestead.com/dmagia/down01.html ) that were created with the
> program. I've not mentioned them previously since I've not taken the time to
> write any instructions, but they should be relatively self-explanatory. An
> area created using them is in CVDS at 27S 23E (and moving to the SE).

rolu

Mar 19, 1999, 9:58am
I could try to make a modular ground making program if I had some more time
and access to an object path of a world, and some info about how modular
ground should be done... The first problem should be solved in a week or so
when I finished my 4th set of school tests. The second one however is
somewhat more of a problem. I could try to get another trial world, though.
You think they would let me have one, since I already had one a few months
back?

Rolu

[View Quote]

jeffrey w. tickle

Mar 20, 1999, 3:06am
I RESENT THAT!!!

-JWT

[View Quote] > Woaaaaaaah, there, pardner. I just want a way to create objects in AW. I don't want some idiotic bot doing it (just one look at the stupid censor-eject bot tells me bot programmers don't know how to design correctly, which usually tends to be the case with most programmers in general).
>
> I'd be interested in checking out your terrain generating program, however. Where can I get it?
>
[View Quote] --
Life is too short to use HIGH-LEVEL LANGUAGES!
http://www2.crosswinds.net/winston-salem/~ticklejw/

archon manus

Mar 21, 1999, 5:04am
Since I've had several requests for more info, I've set up a page where I'm
working on explaining the methodology behind my terrain generator program.

http://www.homestead.com/dmagia/tgen01.html is unfinished right now, but it
should be completed in the next day or so.

Archon Manus
Vizier D'Magienne


[View Quote]

byte me

Mar 21, 1999, 3:52pm
Do what I do use a seperate e-mail :) and if you have 2 phone lines enter the
secondary :)

[View Quote] > I could try to make a modular ground making program if I had some more time
> and access to an object path of a world, and some info about how modular
> ground should be done... The first problem should be solved in a week or so
> when I finished my 4th set of school tests. The second one however is
> somewhat more of a problem. I could try to get another trial world, though.
> You think they would let me have one, since I already had one a few months
> back?
>
> Rolu
>
[View Quote]

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