in reply to Looking for Suggestions on School Project

One thing I've always wanted to look at is unsupervised modelling: given a few basic concepts and some parameters, produce a semirandom 3d polygon model. L-systems look like a workable approach: specifying the generation rules and terminals gives you a lot of control over your output, and it looks easy to build an interesting and complex system. Not exactly trivial, though.

If you choose to do this, Wavefront's OBJ file format (more info here) is the obvious choice: nice and easy to work with, and powerful enough to do pretty much everything you'd want.

--
F o x t r o t U n i f o r m
Found a typo in this node? /msg me
The hell with paco, vote for Erudil!

  • Comment on Re: Looking for Suggestions on School Project

Replies are listed 'Best First'.
Re: Re: Looking for Suggestions on School Project
by Flame (Deacon) on Sep 14, 2002 at 21:09 UTC
    Hmm, you've made me curious, but I have to admit... unfortunately, I have no clue what you're talking about.

    *hehe*

    Can you explain in a little more detail? (sorry, just never heard of what you seem to be describing.)



    My code doesn't have bugs, it just develops random features.

    Flame ~ Lead Programmer: GMS | GMS

      Hmm. Okay, in this context, an L-system is sort of like a grammar with extra information. Doesn't help much, eh? :-)

      Here's a simple example: random models of trees (those big leafy things in the room with the tall ceiling, not graphs). We can describe a (kind of) tree with this L-system:

      Tree: Stick . (Branch)+ Branch: Stick . (Branch)+ | Stick . Leaves Stick: <model of a stick> Leaves: <model of leaves>

      Basically, a tree is one big stick (the trunk), with a bunch of branches on the end. A branch is a stick with a bunch of (smaller) branches on the end, or a stick with leaves on the end. Sticks and leaves are "terminals": they're well-defined, and we don't make more of the model once we're at a stick or a leaf.

      There's a lot of information that we didn't specify for each of these rules. For instance, we don't want to have branches scattered just anywhere on the trunk; we probably want at least one or two of them right at the top. We also don't want them growing at just any angle; probably around 30 degrees of the branch they're growing off of (we pick the exact angle for each branch randomly). But that's the basic idea. (You can find a nice demo of L-system trees here.)

      Now, the interesting thing about L-system modelling is that it gives you different results each time, but those results are all related. You won't get the same tree twice (well, okay, up to the period of your PRNG) from this system, but you'll always get trees. So what if you apply this to a different problem? What if, instead of a grammar for trees, you make a grammar for fighter craft in a Homeworld-like game? It might look something like this:

      Fighter: Body . Wing . Wing . Engine+ Body: Fuselage . Cockpit . Weapon+ Wings: (Control Surface) . Weapon? | Weapon? Engine: Intake? . Thruster . Exhaust ...

      Now, every time the player encounters a new enemy fleet, you can generate a fighter model that they haven't seen before, but still looks something like a fighter. Your player never knows quite what to expect, and gets a slightly different experience every time.

      The really hard part is making these models look good....

      --
      F o x t r o t U n i f o r m
      Found a typo in this node? /msg me
      The hell with paco, vote for Erudil!

        Well that certainly catches my attention. I don't think I have the skill to pull it off, but I'll definately be thinking about this for future expermentation. Thanks FoxtrotUniform :)



        My code doesn't have bugs, it just develops random features.

        Flame ~ Lead Programmer: GMS | GMS