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1  Discussions / Community & Volunteer Projects / Java Port of Artificial Planet on: 2004-05-11 13:36:51
For sometime now, I've been toying with the idea of building a virtual environment in Java (Java3D or Xith) for doing AI/language research.  I actually requested ideas from this community sometime back:;action=display;num=1065803092

I was thinking of something fairly simplistic, until I recently started playing with Artificial Planet (  A port of this system to Java could provide a really nice, general purpose toy/tool for the Java AI/A-Life community and would be perfect for my AI/language research. The graphics could also be improved from the existing 2.5D to full 3D and could be used to show-off Java's ever-improving graphics capabilities.

Does this seem like a worthwhile project?

Anyone interested in chipping in?
2  Discussions / General Discussions / Re: GTG Update - March 27 on: 2004-03-30 21:05:08
I'd like one as well, if there are any left.

If not, how about a link and/or Torrent to an ISO?
3  Java Game APIs & Engines / Java 3D / Re: setSchedulingBounds() question on: 2004-02-13 20:10:09
Think I found my answer in Selman's book (pg. 165).  "When the Bounds for a Behavior and the ViewPlatform's activation radius intersect, the Behavior is scheduled for processing."

My understanding (now) is that the Bounds for a Behavior don't have to be anywhere near the actual object(s) that the Behavior is performed upon.  If I place a ColorCube out of site, but my rotator Behavior bounds intersect the ViewPlatform's activation radius, the ColorCube will spin out of sight.  Likewise, if I place my ColorCube in view, but add rotator Bounds outside of the ViewPlatform's activation radius, the ColorCube will be visible, but won't rotate.

Hopefully a moment of clarity.
4  Java Game APIs & Engines / Java 3D / setSchedulingBounds() question on: 2004-02-13 11:56:43
I'm starting a little project in Java3D and I'm trying to get a better understanding of how setSchedulingBounds() works.

To give a very simple example, consider the following lines from

// a bounding sphere specifies a region a behavior is active
      // create a sphere centered at the origin with radius of 1
      BoundingSphere bounds = new BoundingSphere();

No problem so far.  ColorCube rotates fine.

Now change:
BoundingSphere bounds = new BoundingSphere();

new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 1.0);

Still OK, as I understand things, this is pretty much the same as the empty constructor.  ColorCube still rotates fine.

Now, if I comment out the following line, the ColorCube won't rotate.  Also as expected.

Here's my problem/question:
If I change the default position of the bounding sphere or give it a really small radius, the ColorCube still rotates fine.  Should the bounding sphere intersect the ColorCube at any (however small) position or at all positions?  I'm failing to see a tight correlation between the location/size of the bounding sphere and the rotation.

For a ColorCube constructed with a scale of 0.4, the rotation will work for the first bounding sphere below, but not for the second.

This works:
BoundingSphere bounds = new BoundingSphere(new Point3d(30.0, 30.0, 30.0), 0.0001);

This doesn't:
BoundingSphere bounds = new BoundingSphere(new Point3d(40.0, 40.0, 40.0), 0.0001);

Thanks for your help!
5  Discussions / General Discussions / Re: Choosing Technology for a Simple Game on: 2003-10-14 11:21:23
Thanks everyone.  Guess I'll roll with Java3D and consider other options later.
6  Discussions / General Discussions / Choosing Technology for a Simple Game on: 2003-10-10 14:24:52
I want to build a 'simple' 3D game in Java for some language research that I'm doing.  I know that the Java 3D community is in a state of flux with the slow fade of Java3D and the rise of jogl, in addition to constant evolution of API's/engines such as Xith3D, LWJGL, OpenMind, etc.  I'm trying to determine the 'best' technologies to learn/pursue.

The rough idea for the 'game' is as follows:
1. create a virtual playroom - initially a single room is fine, but a small house would probably be more interesting
2. populate the room/house with some static and some movable objects (e.g. furniture & simple toys)
3. create a simple child character within the game representing the computer
4. create a simple parent character within the game representing the user
5. define some simple actions that the parent can perform on each object (e.g. pick up, drop, touch, bounce, etc.)
6. allow the user to describe textually to the computer what he/she is doing

The child/computer will 'watch' what is happening and attempt to learn basic language based on the current actions and corresponding descriptions of the parent/user.

All of this is based on a system I devloped in Java which enables a computer to learn nouns/verbs in a bottom-up fashion by 'watching' simple videos and parsing short descriptions of each video.

I believe that by moving to a virtual vision system, I can bypass a lot of computer vision issues and provide a much more robust language learning environment.

A short paper on my research is available from:

Any pointers on the 'best' approach (technologies, tools, etc.) for this project would be much appreciated.
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2017-12-05 19:38:37

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2017-12-05 19:37:39

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2017-12-05 19:36:10

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2017-12-05 19:33:10

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SF/X Libraries
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