Owen -

Have you ever seen our work with Flatland (from UNM)...

This is the only link I have right now (pretty old)...
http://www.ahpcc.unm.edu/homunculus/


Flatland is a VR/Simulation framework developed by Tom Caudell & Co... 
which we adopted for doing not only visualization but coupled 
simulations....  We added a layer (Flux) for data flow management and 
Tom has his own variant (E-Loom) which he uses for Neural Nets and 
similar.

It is implemented in C/OpenGL and has a simple C-binding... allowing 
dynamic loading of multiple applications...   you register a handful of 
callbacks that get executed at various appropriate times (first 
startup, shutdown, before any drawing happens in the render-loop,  
during the render loop, for providing realistic shadows, etc.

It is not well documented but there are a number of us (LANL, Maui SCC, 
Uniformed Medical Services, etc...) who have invested a bit of time in 
adopting and extending it.

Among other behaviour-driven systems, we have a 
network/graph/tree/heirarchy layout system under development.

- Steve


On Oct 19, 2006, at 10:37 AM, Owen Densmore wrote:

> This may seem a bit odd, but bear with me!
>
> We've been using Processing.org's great graphics system: the
> libraries and the nifty IDE and tools for managing
> "sketchbooks" (projects), building web pages/applets, and even
> building applications for Windows, Mac and Linux.  We've had success
> (i.e. got paid for!) two projects using Processing: a Stadium model,
> and a generalized Data Visualization system.  Quite nice.
>
> So now we've got two interesting environments for modeling: NetLogo,
> our old friend which keeps getting better, and Processing which seems
> great for what I'd call "wire frame" modeling.  We've also got high
> end rendering experience with Blender: we can both use it to build
> Processing meshes for our models and can render agent motion inside
> blender, using NetLogo and Processing output.
>
> BUT we're missing a "sweet spot" in the middle: a fairly realistic 3D
> environment that can do realtime modeling .. i.e. animation via
> behavior.  We also want to have some notion of "physics" .. i.e.
> things bouncing off walls or agents colliding.  (Blender thus far has
> not worked, but we're still poking.)
>
> This prompting me to look into Java graphics and game books, one of
> which is Killer Game Programming in Java.  The book has a website
> which includes a LOT of material that is not in his book:
>    http://fivedots.coe.psu.ac.th/~ad/jg/
> This let to getting in touch with the author, asking for pointers to
> "game engines", see email attached.
>
> Now to the question to FRIAM:  Has anyone found a good environment
> for agent based modeling with "game-like" 3D realism and with modest
> libraries for collision detection, scene graphs and so on?
>
>      -- Owen
>
> Owen Densmore   http://backspaces.net
>
> Begin forwarded message:
>> From: "Dr. Andrew Davison" <[EMAIL PROTECTED]>
>> Date: September 4, 2006 10:56:45 PM MDT
>> To: Owen Densmore <[EMAIL PROTECTED]>
>> Subject: Re: Processing.org
>>
>>
>> Owen,
>>
>> Thanks for the pointer to processing.org. It's a very nice system.
>>
>>> We're also looking for Java "game engines" to make our work
>>> simpler.  Do you have any pointers?
>>
>> Here's a snippet from an article I'm writing:
>>
>> Xith3D (http://xith.org) uses the same basic scene graph structure
>> as Java 3D, but can also directly call OpenGL operations. Since the
>> high-level APIs of Xith3D and Java 3D are so similar, porting Java
>> 3D code over to Xith3D is fairly straightforward. There are
>> versions of Xith3D that run on top of JOGL and LWJGL.
>>
>> jME Graphics Engine (jMonkey Engine, http://
>> www.mojomonkeycoding.com/) was inspired by the scene graph engine
>> described in 3D Game Engine Design by David H. Eberly (http://
>> www.magic-software.com/Books.html). jME is built on top of LWJGL.
>>
>> JAVA is DOOMED (http://javaisdoomed.sourceforge.net) includes
>> loaders for Quake 2 MD2 and 3D Studio Max 3DS files . The
>> implementation uses JOGL, and the distribution includes Escape, a
>> Doom-like game.
>>
>> Aviatrix3D (http://aviatrix3d.j3d.org/) is a retained-mode Java
>> scene graph API above JOGL. Its tool set is aimed at data
>> visualization rather than gaming, and supports CAVEs, domes, and HMDs.
>>
>> JView (http://www.rl.af.mil/tech/programs/JVIEW/) is another
>> visualization API, supporting both 2D and 3D graphics, developed by
>> the U.S. Air Force Research Lab. GL4Java, an older low-level Java
>> API for OpenGL, was used to build it.
>>
>> Espresso3D (http://www.espresso3d.com/), a games-oriented library,
>> includes OpenAL audio, sprites, collision detection, input, and
>> rendering support. It's built using LWJGL.
>>
>> - Andrew
>>
>
>
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