Hi Kassen, On Fri, 2010-02-05 at 18:36 +0100, Kassen wrote:
> I've been wondering whether what I was doing (building a naive > village) made any sense at all. Of course anything that makes us smile > has a use there and I've been trying to challenge myself to teach > myself Scheme, but I couldn't escape the feeling that one could do > most of the end result in Blender in less time. Now I have a exception > to that. The problem was "fields". Fields here are any area contained > by a fence and the problem was where to place fence-posts for > (rectangular) fields of arbitrary sizes. The code I'm posting below is > really rather simple from a scheming perspective, but I'm very happy > with it as a take on 3d modelling where the computer gets to do all of > the boring stuff, so I thought I'd share. It holds up for fields where > one dimension is 0, fields with negative sizes make it muck up, but > that should be ok. That is very nice. It's called procedural modelling - and I suppose it is what fluxus is naturally good for. It also good with livecoding, as it's a great 'amplifier' for your creative ideas. I believe in Pixar's movie "Bug's life" they had such large sets they had to procedurally generate most of it. I can't find any references to this online, but the story I heard was that after they'd written the code to generate the world, they then hunted around in it for good places to shoot the movie in! cheers, dave
