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
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
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