After reading your idea I started to think about 3D magical mechanics/physics.
Mage have a set of basic 3D magic structures: magic frame lines, magic power lines, motor, delay line, mana limiter/concentrator, fire/water/wind/earth effector, aura detector, logical elements etc. Each magic structure have some set of parameters (size, magic line thickness, type of mana...) and have well defined mathematical model behind it. When mana concentration in structure get over some threshold then that structure activates. Structure can break if concentration is too high or disappear if it's too low.
Mage creates full spell from structures with below threshold mana concentration, then fill some startup structure and put magic physics into action. Hi-level spells consist of many individual magic structures, so mage must build it incrementally, keeping partially built parts between disappearance and activation thresholds, and then charge it with sufficient for full activation amount of mana.
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In Topic: Genetic spell system
22 April 2013 - 02:47 PM
In Topic: funny idea for a game utilizing anns and back propagation.
03 March 2013 - 08:46 PM
Backprop (and any other gradient descend method) works only for smooth fitness function with one global minimum, while genetic algorithms can be used for more general case. I think motion control falls into second category so backprop can't help much.
In Topic: ray tracing instances
21 January 2013 - 03:23 PM
Yes, the biggest advantage of instancing raytracer is memory footprint: my test scenes easily exceeded 1G triangle count. Second advantage is dynamic scenes: rebuilding of the objects' acceleration structure much faster than rebuilding K-d tree of the whole scene.
In Topic: ray tracing instances
20 January 2013 - 11:50 AM
rouncer, on 20 January 2013 - 03:51 AM, said:
you know, i had this crazy idea that i could get instancing perfect as long as objects didnt overlap, using the old % mod trick on position, as long as you dont share space you only need to intersect the model once then modulate the position (it comes out like a grid at first) i was thinking you could work with that.
You still have to move to the next cell if you don't found intersection in current. I tried grid-based instancing for grass but it's slow especially near horizon where rays can transverse many cells without hitting anything.
In Topic: ray tracing instances
20 January 2013 - 03:38 AM
Well, I have nothing fancy: one global hierarchy + local per object hierarchy. Each hierarchy is recursive list of AABB with about 100 boxes per branching, so total depth is very small. Such hierarchy will be terribly slow if used in per ray basis but I intersect groups of 32N rays with one AABB/triangle list, so I have reduced branching and good parallel performance.
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