Yikes! I've been lured too far off topic.
Putting aside whether graphics or maps are awe-inspiring, or breath taking,
or of another rare quality, the relevant issue is shifting the creativity
burden over to the computer while:
* supporting human direction at whatever level-of-detail the human is
There's a trend in architecture schools to offload the form-finding creative
burden to computers with the use of shape grammars. Though they're a driving
force in many departments, some will admit behind closed doors that they're
also a bit of a red herring, and that years in the spotlight have
Thanks for this perspective.
With respect to building virtual worlds, I have long entertained the notion
of `augmented virtuality` - i.e. the converse of augmenting reality with
virtual elements is to augment a virtual world with real elements.
Consider, for example, taking all the news articles
On Tue, Jan 17, 2012 at 4:31 AM, BGB cr88...@gmail.com wrote:
On 1/16/2012 6:47 PM, Casey Ransberger wrote:
Top post. Heightmapping can go a really long way. Probably not news
though:)
I am still not certain, since a lot of this has a lot more to do with my
own project than with general
David Barbour wrote:
On Tue, Jan 17, 2012 at 12:30 AM, karl ramberg karlramb...@gmail.com
mailto:karlramb...@gmail.com wrote:
I don't think you can do this project without a understanding of
art. It's a fine gridded mesh that make us pick between practically
similar artifacts with
Check out Ken Musgrave. He makes whole planets with fractals. It's cool.
Twisting knobs is a lot less work than manual 3D modeling and such.
http://www.amazon.com/gp/aw/d/1558608486
On Jan 16, 2012, at 7:31 PM, BGB cr88...@gmail.com wrote:
On 1/16/2012 6:47 PM, Casey Ransberger wrote:
Top
Le 1/17/2012 6:58 PM, karl ramberg a écrit :
On Tue, Jan 17, 2012 at 5:43 PM, Loup Vaillant l...@loup-vaillant.fr
mailto:l...@loup-vaillant.fr wrote:
David Barbour wrote:
On Tue, Jan 17, 2012 at 12:30 AM, karl ramberg
karlramb...@gmail.com mailto:karlramb...@gmail.com
On 1/17/2012 10:58 AM, karl ramberg wrote:
On Tue, Jan 17, 2012 at 5:43 PM, Loup Vaillant l...@loup-vaillant.fr
mailto:l...@loup-vaillant.fr wrote:
David Barbour wrote:
On Tue, Jan 17, 2012 at 12:30 AM, karl ramberg
karlramb...@gmail.com mailto:karlramb...@gmail.com
On Tue, Jan 17, 2012 at 2:57 PM, BGB cr88...@gmail.com wrote:
game art doesn't need to be particularly awe inspiring, so much as
basically works and is not total crap.
It can't be awe inspiring all the time, anyway. Humans would quickly become
jaded to that sort of stimulation.
The quality
I guess this depends what you mean by awe-inspiring.
David this sentence somewhat disturbs me, though. I grew up in Tasmania - a
little island at the bottom of Australia... with some of the most picturesque
(and as you say here awe-inspiring) countryside in Australia. I can tell you
for sure
On Tue, Jan 17, 2012 at 4:17 PM, Julian Leviston jul...@leviston.netwrote:
I guess this depends what you mean by awe-inspiring.
David this sentence somewhat disturbs me, though. I grew up in Tasmania -
a little island at the bottom of Australia... with some of the most
picturesque (and as
On 1/17/2012 5:10 PM, David Barbour wrote:
On Tue, Jan 17, 2012 at 2:57 PM, BGB cr88...@gmail.com
mailto:cr88...@gmail.com wrote:
game art doesn't need to be particularly awe inspiring, so much
as basically works and is not total crap.
It can't be awe inspiring all the time, anyway.
No, I find it IS awe-inspiring all of the time.
I may not necessarily be full of awe or actually be inspired at any particular
one time... however, this doesn't change the fact that certain things or people
themselves are awe-inspiring all of the time to me. In other words, if I'm in a
bad
I understand `awe inspiring` to be subjective - hence, subject to changes
in the observer, such as ephemeral mood or loss of a sensory organ. You
seem to treat it as a heuristic or statistical property - i.e. it's awe
inspiring because people have felt awe in the past and you expect people to
feel
There are different kinds of art, just like there are different qualities of
everything.
I think you may find on closer inspection that there can be things that are
intrinsically beautiful, or intrinsically awe-inspiring to humanity as a whole.
I don't think that's silly, and I'm perfectly ok
I would note my topic line is `inspired 3D worlds`, not `inspiring 3D
worlds`. There is a rather vast difference in meaning. ;)
On Tue, Jan 17, 2012 at 8:50 PM, Julian Leviston jul...@leviston.netwrote:
you may find on closer inspection that there can be things that are
intrinsically
On 1/17/2012 9:50 PM, Julian Leviston wrote:
There are different kinds of art, just like there are different
qualities of everything.
I think you may find on closer inspection that there can be things
that are intrinsically beautiful, or intrinsically awe-inspiring to
humanity as a whole. I
On Tue, Jan 17, 2012 at 10:02 PM, Julian Leviston jul...@leviston.netwrote:
Noted, but not relevant to my point.
Oh? You say that without any explanation? Perhaps you need some hand
holding to follow my logic.
1) You make an argument about contexts being `awe inspiring to humanity as
a
Top post. Heightmapping can go a really long way. Probably not news though:)
On Jan 16, 2012, at 8:45 AM, David Barbour dmbarb...@gmail.com wrote:
Consider offloading some of your creativity burden onto your computer. The
idea is:
It's easier to recognize and refine something interesting
I like minecraft's take on this.
Julian
On 17/01/2012, at 2:31 PM, BGB wrote:
On 1/16/2012 6:47 PM, Casey Ransberger wrote:
Top post. Heightmapping can go a really long way. Probably not news though:)
I am still not certain, since a lot of this has a lot more to do with my own
The original topic was about getting the computer to create 3d worlds. That was
what I was referring to when I said I like minecraft's taken on it. They use a
seed to generate the world.
Julian
On 17/01/2012, at 3:26 PM, BGB wrote:
On 1/16/2012 8:36 PM, Julian Leviston wrote:
I like
...@gmail.com
To: Fundamentals of New Computing fonc@vpri.org
Sent: Tuesday, 17 January 2012, 3:31
Subject: Re: [fonc] Inspired 3D Worlds
8
these would generally be created manually, by placing every object
and piece of geometry visible in the world, but this is fairly
effort-intensive, and simply
You seem to be ignoring the search, recognition, and refinement aspects.
You need some way to tell the computer what is interesting so you can
refine those portions (reducing variation, tweaking constraints or
parameters or other code, selecting `preferred` samples on a grid as a
human fitness
-se...
From: BGBcr88...@gmail.com
To: Fundamentals of New Computingfonc@vpri.org
Sent: Tuesday, 17 January 2012, 3:31
Subject: Re: [fonc] Inspired 3D Worlds
8
these would generally be created manually, by placing every object
and piece of geometry visible
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