Sunday, May 3, 2026

Tree of the Father and son

 The personality tree now has all 5 languages working for the Father, the Son and the Spirit. English, French, Spanish, Portuguese, Italian. All the main Latin languages exist.

Ill continue tomorrow with the Creator Son. At this rate, it will take months to finish the personality tree.

Im looking at creating Chinese, German and Japanese using AWS Polly. Apparently,  if I feed the language audio creator, in its native language, it will do the audio in that language. 

There's no way some of the pronunciation will be correct but it can do it, so......

There are so many trees to do. Evolution of plants, animals, humans. Also the race journey  of the races. Ill find more.

I will create ways of explaining various connections in the book with trees and graphs and animations. The difference with paper graphs and trees is that each leaf can open the book in the chosen language and present the sections in the book and not entire papers.

There will be animations and they will get better. I will use AI to open the animations to the book.

Pierre


Thursday, April 30, 2026

Portuguese and Italian

 Currently, the first 5 papers of the Urantia book have all the sections in all 5 languages. English, French,  Spanish, Italian and Portuguese. I have all the papers of the father done. Next is the Eternal son, the Creator son and the Conjoint Actor which already work with French, English and Spanish.

Onward and upward. I added several buttons. the ability to change the current language on different forms. Also added a label of the current language in the panel that appears when a personality is selected. That way, I know where I'm at when I make changes. It's difficult for me to tell what language I'm listening to. I don't want any anyone yelling at me that I've entered a different section in their lists. Just kidding. As I have 4 views to my site every day.

I'm not exactly mister popular. That's why I decided to add pizzazz to the site.

Pierre

Tuesday, April 28, 2026

Latest Changes

https://urantiaworld.com/ 

A lot has changed since the last post to this blog. 

I am using Claude AI to create Javascript code that presents 3d and such, explaining various papers of the Urantia Book.

I've finished the trip to Paradise. I have a lot of changes I want to make to make it a better, more usable trip but as it stands, it works. For instance, I'm going to add God rays from Jerusem to it's satellites. I have to make it look more attractive. There's more to come beyond that. 

Next is completing the tree of the Personalities of the Grand Universe, although I think I'll just add to it and incorporate the Local Universe personalities also. It's pretty good for now. When I don't have the language selected working, the system replaces it with English as a default. As I complete all the languages, it will replace the English entries to the respective language.

There's are a lot of the book that can be presented in tree form. Each label in the tree can open audio sections of the book in the language they chose to listen to. Also, I will add text eventually. There is so much to do. It'll take me a long time.

 The flow of the 6 races can be incorporated using the tree system. I want to have both sides talking to each other. For instance, I'll place buttons at the bottom of the 3d scene. They will jump to a particular time in the migrations of the races. When a button is pushed, it will cause the tree to jump to that particular branch in tree. 

If I'm right about this, my fasting will keep my brain and my eyes alive for the foreseeable future. That's my hope at least. 

Pierre

Monday, April 27, 2020

The hills of graphic automation

Persistance is the key to success.

I am having a very difficult time automating the spread of the six races across the Earth. I have tried several different techniques and most have such poor results, they aren't worth using.

From what I read, the graphics industry uses different packages to accomplish their graphically intense movies. From what I read, I need procedural graphics. The apparent go to package for that is Houdini.  That's my next venture. I will learn procedural graphics using Houdini and then pass the work into Unreal, which has a built in interface to Houdini.

It's one thing to paint an area and then paste that painting onto the Earth. It's quite another to make it so that you can grab a slider and move forward and backward in time and view the changes indicative of that particular time.

Pierre




Sunday, March 29, 2020

Ready for Anton and Fonta video

Well...... Another hiccup along the saga of how to show the travels of the races across the globe.

Decals didn't work. Morphs didn't work. Splines didn't do the job properly. So after some study yesterday, I found videos on how to control textures on a surface. Well ,so that's how its done.  In a way, I wished I had did the research on how the studios do it first. So textures will work. No doubt. In my work on 3d automation,  I've never dealt with them. Everything was solid objects that changed shape and color. Excepting the work I did on the architectural worlds. That was simple pasting though.

So after a few YouTube videos,  I'm ready to create the materials that will show their travels.

The work consists of using Gimp, Photoshop like drawing app, to layer their travels on the picture I use for planet Earth's sphere.

A layer makes it so that you don't draw on the original picture. The way it'll  work is that I create a series of layers, each representing another a small change and then, when complete, place them into a master texture (picture) as a series of rectangles. Then I will mathematically call out different pieces of this series so that it appears as a flow.

I purchased a Huion Inspiroy Q11K Graphic pen Drawing Tablet to draw it all with. That should make it easier to create these different layers.

Heres a video of the application ready to accept the beginning of the races. 



Pierre





Saturday, March 28, 2020

The first video

This is a ridiculously simple video showing the sliders. I've just recorded it for posterity.



Pierre

Position earth the improper way

So, as I said,  I'm not an artist or graphic design guy.  I am, though, a really good programmer that has spent 40 years programming computers. I created the  software that created the first digital Aerospace maintenance manual in the industry. I was a contractor, partnered with Ken Stiles on the Md11 aircraft at McDonald Douglas. My software was capable of taking 160 technical writer's word processor outputs and repaginating and automatically compositing every aircraft's 110,000 pages in the maintenance manual.

I have a list of companies that I automated aspects of their business so I am still capable of powerful software.

I believe this is the best way I can help the Urantia movement.

So I'm setting up the environment with floating sliders that control planet Earth and some of my work has been heading in the wrong direction.

Let me explain. To properly present the spread of the races, starting with, possibly, Andon and Fonta,  I need to position the view above Mesopotamia.  My mistake was that I was positioning and rotating Earth while what I should have been doing is rotating Earth and then positioning the camera above the right spot. I'll get it working eventually.

After these controls, it'll be time to start the spline system that I'll use to show the movement of the races. I will use these same controls for many other stories.  I will use procedural,  mathematical splines to present these movements. In this way, a time slider can move forward and backward through time presenting the current status of their movement at that particular time.

A lot of the work will be extrapolations and will not be truly indicative of the exact placement of the races as the Urantia book describes only only general positions of these different races.

I realize that these visuals cannot delve deep into the fabric of  the Urantia book's concepts. They are simple attempts to create an interface that can be used to present, game-like visuals alongside, either the text, or other visuals that can be used to dig deeper into the concepts of the book.

This is just the beginning of a technique of programming called Agile programming. This technique evolves software rather than completing it all at once. The engine that drives these visuals is quite large and by the time this system is complete, I'll have incorporated the Urantia search system to work alongside this 3d system, so it will take up a lot computing room. Like a lot of the games today.

There are techniques that can present this work on browsers. They already work as is. Webassembly being one or HTML5. These, though, arent quite ready for the size of the Unreal engine and the entire piece of software has to be downloaded every time the website page is visited. No one wants to wait a few minutes every time you want to run the software. There are techniques to save the software with the browser but are beyond the scope of my work and will be fixed at a later date. So my work will be restricted to Windows and Android. Android tablets are inexpensive. I've seen some that work with the engine for 45.00. I won't support Apple smartphones as yet. Their licensing doesn't easily lend itself to Agile software changes. Although, I am perfectly willing to share this software with anyone who is willing to jump through those hoops. The system is very capable of running on Apple equipment.

The future of software is still evolving as a whole and so is the hardware that drives it. CPUs and GPUs that drive this 3d splendor will become more and more powerful and it will be much, much easier to create these environments that present intricate, real looking worlds and I plan to take advantage of them.

I know that artificial intelligence will evolve these engines until we will be able to simply talk these Urantia environments into being. They will be easy to create. Currently, I have taken tutorials where entire forest environments were created in less than one hour using the current engine as is.

I look forward to those artificial intelligence days.

Pierre Chicoine