Hi Andy,
This started life as a proof-of-concept thing, with a view of pulling together a few demos together to generate some video frames to accompany other projects we have underway.
But the more I see of the work that goes on in these forums, the more ideas we have and moving to a real-time, game-like interface seemed a much cooler way to go!
I think we’ll tackle it bit-by-bit though, based on the feedback so far I’m thinking of concentrating on a “Command and Conquer” style for the visualisation (with quite a limited zoom-out ability to keep things feasible) running a mesh-based terrain.
Then onto (somehow?!) streaming the building data…:)
Then throwing some physics/simulation at it once things are taking shape…
This as a project is currently “off the books”, I’m coming at it very much as an enthusiast at the moment, but if the POC goes well I might try and make things more official.
As for my knowledge of Blitz3D… not much to be honest.
I’ve got the rotating-cubes/plane/light embarrassment of a first program behind me now… and become pretty familiar with the commands available.
I’ve got 10+ years of dull business programming to call upon (must be useful for something, surely?!), and I used Blitz Basic on the Amiga a fair bit… I’m hoping it’ll all come back ;)
Target PC’s are our work machines, no real 3D graphic cards to speak of, but if things go well I’ll ask them to invest :)…
Current kit is:
HP Compaq NW8440
Intel Core Duo
2.16ghz,
3.37GB RAM
Running
Blitz3D V1.98
On: XP Service pack 2.
The simulation stuff could be done “off line”… there wouldn’t be any problems (if needed) to “drop” your chemical at a certain point (along with quantity, and other parameters), then have a progress bar pop-up while things are calculated, then a new mesh could be overlaid (glowing radioactive yellow or something?!). Obviously instantaneous stuff would be cool, and the physics stuff mentioned above certainly looks interesting and a great first step, but perhaps real-time fluid simulation might be outside the scope of a proof-of-concept for Version 1.0!
Kind regards
Tim
This started life as a proof-of-concept thing, with a view of pulling together a few demos together to generate some video frames to accompany other projects we have underway.
But the more I see of the work that goes on in these forums, the more ideas we have and moving to a real-time, game-like interface seemed a much cooler way to go!
I think we’ll tackle it bit-by-bit though, based on the feedback so far I’m thinking of concentrating on a “Command and Conquer” style for the visualisation (with quite a limited zoom-out ability to keep things feasible) running a mesh-based terrain.
Then onto (somehow?!) streaming the building data…:)
Then throwing some physics/simulation at it once things are taking shape…
This as a project is currently “off the books”, I’m coming at it very much as an enthusiast at the moment, but if the POC goes well I might try and make things more official.
As for my knowledge of Blitz3D… not much to be honest.
I’ve got the rotating-cubes/plane/light embarrassment of a first program behind me now… and become pretty familiar with the commands available.
I’ve got 10+ years of dull business programming to call upon (must be useful for something, surely?!), and I used Blitz Basic on the Amiga a fair bit… I’m hoping it’ll all come back ;)
Target PC’s are our work machines, no real 3D graphic cards to speak of, but if things go well I’ll ask them to invest :)…
Current kit is:
HP Compaq NW8440
Intel Core Duo
2.16ghz,
3.37GB RAM
Running
Blitz3D V1.98
On: XP Service pack 2.
The simulation stuff could be done “off line”… there wouldn’t be any problems (if needed) to “drop” your chemical at a certain point (along with quantity, and other parameters), then have a progress bar pop-up while things are calculated, then a new mesh could be overlaid (glowing radioactive yellow or something?!). Obviously instantaneous stuff would be cool, and the physics stuff mentioned above certainly looks interesting and a great first step, but perhaps real-time fluid simulation might be outside the scope of a proof-of-concept for Version 1.0!
Kind regards
Tim