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Hi,
I started POVing again, and since I'm in a cellular automata period, I
implemented Conway's Game of Life in POVRay's preprocessing language,
which gives a kind of history of the 2D world :)
Everything works fine, the only problem is that I don't want to define
the initial state of the world in the script. Imagine the quantities of
lines like :
#declare world[5][5] = 1;
#declare world[5][6] = 1;
... etc :/
So, for now I initialise it randomly (the attached picture is with the
seed 1789 iirc).
Do you know if I could for example read the pixel values of a monochrome
picture which would describe the initial state of the world ? A nice
thing would be to have access to a picture like if it was an array, like
<file>[1][56], which would be an rgb vector. That would be nice wouldn't
it ?
Anyway, here's a picture of a 30x30 world, with 50 steps (you can see a
characteristic oscillator on the right) :
(ok, the environment could be improved a bit)
Post a reply to this message
Attachments:
Download 'isix-0.5-640x480-2.png' (424 KB)
Preview of image 'isix-0.5-640x480-2.png'
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SeeSchloss <adr### [at] seeschlossorg> wrote:
> Hi,
>
> I started POVing again, and since I'm in a cellular automata period, I
> implemented Conway's Game of Life in POVRay's preprocessing language,
> which gives a kind of history of the 2D world :)
>
> Everything works fine, the only problem is that I don't want to define
> the initial state of the world in the script. Imagine the quantities of
> lines like :
> #declare world[5][5] = 1;
> #declare world[5][6] = 1;
> ... etc :/
> So, for now I initialise it randomly (the attached picture is with the
> seed 1789 iirc).
>
> Do you know if I could for example read the pixel values of a monochrome
> picture which would describe the initial state of the world ? A nice
> thing would be to have access to a picture like if it was an array
From: Shay
Subject: Re: Q: blurring bump map image in pov ?
Date: 29 Jul 2004 21:31:16
Message: <41096ca4$1@news.povray.org>
Can be done directly, if very slowly in inside POV.
To get direct access to the pixel data of your map, you can use (untested):
#local Pix = function {
pattern {
image_pattern { png "bump.png" }
}
}
image is mapped in function from x=0 y=0 to x=1 y=1, so you would get
pixel <50,100> with
#local Value = Pix ( 50.5/mapwidth , 100.5/mapheight, 0 );
(re-posted by jaap)
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"Jaap" <jws### [at] yahoocom> wrote:
> Can be done directly, if very slowly in inside POV.
> To get direct access to the pixel data of your map, you can use (untested):
>
> #local Pix = function {
> pattern {
> image_pattern { png "bump.png" }
> }
> }
>
> image is mapped in function from x=0 y=0 to x=1 y=1, so you would get
> pixel <50,100> with
> #local Value = Pix ( 50.5/mapwidth , 100.5/mapheight, 0 );
>
or read it directly from a comma-seperated text file?
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SeeSchloss wrote:
> Anyway, here's a picture of a 30x30 world, with 50 steps (you can see a
> characteristic oscillator on the right) :
Most excellent. I've always loved CAs, and I never thought of trying to
show a 2D CA in 3D space, altho 1D CAs in 2D space is pretty common.
Great job!
Post a reply to this message
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In article <413b0f7e@news.povray.org>,
SeeSchloss <adr### [at] seeschlossorg> wrote:
> Anyway, here's a picture of a 30x30 world, with 50 steps (you can see a
> characteristic oscillator on the right) :
Hey, that is great ! I love it !
> (ok, the environment could be improved a bit)
Well, it doesn't look bad to me :)
Great idea anyway !
NF
--
"Je ne deteste que les bourreaux" -- Albert Camus
Pour m'ecrire un mail, veuillez retirer PASDEPUB de mon adresse ;)
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On Sun, 05 Sep 2004 12:50:01 -0400, Jaap wrote:
> "Jaap" <jws### [at] yahoocom> wrote:
>> Can be done directly, if very slowly in inside POV. To get direct access
>> to the pixel data of your map, you can use (untested):
>>
>> #local Pix = function {
>> pattern {
>> image_pattern { png "bump.png" }
>> }
>> }
>> }
>> image is mapped in function from x=0 y=0 to x=1 y=1, so you would get
>> pixel <50,100> with
>> #local Value = Pix ( 50.5/mapwidth , 100.5/mapheight, 0 );
>>
> or read it directly from a comma-seperated text file?
OK, I've tried what you suggested and it works fine, thank you, I hadn't
thought of using a function to do that...
It may be slow, but since it's only used once at the beginning, speed
isn't a problem.
Thanks again, that's easier to use than a text file or declares :)
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On Sun, 05 Sep 2004 10:20:41 -0700, Darren New wrote:
> SeeSchloss wrote:
>> Anyway, here's a picture of a 30x30 world, with 50 steps (you can see a
>> characteristic oscillator on the right) :
>
> Most excellent. I've always loved CAs, and I never thought of trying to
> show a 2D CA in 3D space, altho 1D CAs in 2D space is pretty common. Great
> job!
Thank you, I thought it could make some interesting shapes but I couldn't
really experiment with a random placement of the cells... now that it's
easier, maybe I will find nice things :)
A 3D CA in 4D space would be nice, too, and it's possible with POV...
if you don't care about parsing times :D
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On Sun, 05 Sep 2004 20:03:19 +0200, Noe Falzon wrote:
> In article <413b0f7e@news.povray.org>,
> SeeSchloss <adr### [at] seeschlossorg> wrote:
>
>> Anyway, here's a picture of a 30x30 world, with 50 steps (you can see a
>> characteristic oscillator on the right) :
>
> Hey, that is great ! I love it !
Thank you :)
>> (ok, the environment could be improved a bit)
>
> Well, it doesn't look bad to me :)
Heh, apart from the checker (which I used at the beginning to check if
the world evolved like it should), it's a bit empty don't you think ?
On the other hand, I don't think trees and rocks would fit well next to a
cellular automaton ;)
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SeeSchloss wrote:
> Heh, apart from the checker (which I used at the beginning to check if
> the world evolved like it should), it's a bit empty don't you think ?
> On the other hand, I don't think trees and rocks would fit well next to a
> cellular automaton ;)
Sure ;)
But the checker makes a good floor, I think, because your cells are blocks
that are not seperated. The checker remind that the world is divided in
cells. But I can't find of the floor cells have the same size than the
"living" cells.
It's a bit bare, but is very appealing, it looks as futuristic architecture.
Maybe I'll steal your idea one day ;)
NF
--
"From the age of Big Brother, from the age of the thought police, from a
dead man... greetings" -- George Orwell -- 1984
Veuiller retirer NO SPAM HERE de mon adresse.
Please remove NO SPAM HERE from my address.
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> SeeSchloss wrote:
>
>
>>Heh, apart from the checker (which I used at the beginning to check if
>>the world evolved like it should), it's a bit empty don't you think ?
>>On the other hand, I don't think trees and rocks would fit well next to a
>>cellular automaton ;)
>
>
> Sure ;)
> But the checker makes a good floor, I think, because your cells are blocks
> that are not seperated. The checker remind that the world is divided in
> cells. But I can't find of the floor cells have the same size than the
> "living" cells.
Well actually they do have the same size (see the attached picture, with
only one level) but I admit it isn't visible anymore after a few levels.
Do you think leaving a small space between the cells would be better ?
I'll try it :)
> It's a bit bare, but is very appealing, it looks as futuristic architecture.
> Maybe I'll steal your idea one day ;)
Oh, well if you're interested, I can post the source on p.text.scene-files ?
Post a reply to this message
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