[Bf-funboard] Genetic Algorithm approach

joe joeedh at gmail.com
Sun Mar 15 03:13:06 CET 2009


what's with the giant formatted text in your signature?

On Fri, Mar 13, 2009 at 12:48 PM, Alain LIORET <alainlioret at wanadoo.fr> wrote:
> Hey, Wonderful !
>
> Have you read my presentation at Blender Conf 2008 ?
> (see http://www.blender.org/community/blender-conference/proceedings/ my PDF
> about :
>
> Alain Lioret: An Artificial Intelligence Nodes module inside Blender for
> expert modeling, texturing, animating and rendering.
>
> ....
>
> Best
>
> Alain
>
>
>
>
>> Message du 13/03/09 16:50
>> De : jgray at grayengineers.com
>> A : bf-funboard at blender.org
>> Copie à :
>> Objet : [Bf-funboard] Genetic Algorithm approach
>>
>>
>> See also: http://www.blenderstorm.org/qapoll/ideas/idea/846
>>
>> I'm now convinced this is a good place to discuss implementation
>> strategy. If I'm wrong, please direct me.
>>
>> I've already started implementation, and hope to finish most of it with
>> little or no disturbance to on-going work.
>>
>> I have several critical design decisions already:
>>
>> 1) I've already decided to add a new window type, Genetic Algorithm,
>> alongside 3D View, Outliner, etc. I can put in a few weeks here before
>> I need to make any more decisions. I already have the window (with a
>> new icon) in a 2.44 codebase. I plan to switch to the latest 2.50
>> 19272 I just got. Should I just wait till 2.50 is done?
>>
>> 2) How to implement a Gene. I think I have this conceptualized well
>> enough. I intend to describe almost all GA types (texture, field, car,
>> town) with a very generic data structure. The idea is that to add a
>> new type, someone should be able to add to an already defined struct
>> ga_types[] list of types without any real code. My question is: would
>> it be acceptable for me to use C++? (I don't mind sticking with C, but
>> want a lot of function pointers.)
>>
>> 3) Modifier or Container (the big question). In many ways, it makes
>> sense for a GA to be a modifier to an object; a plane would be modified
>> with a GA/field or a cylinder with a GA/tree. On the other hand, it
>> also makes sense to make a group/container object; when converting a
>> plane to a GA, the GA would generate completely new OBjects to replace
>> the plane; while in progress, the GA would 'contain' the original and
>> all variants, but display only the selected one.
>>
>> The modifier approach seems difficult for textures, too. I really
>> don't want the approach to be drastically different between textures &
>> surfaces. My plan for textures was to select one or more objects, then
>> hit a 'Texture with GA' button. Each selected object would be linked
>> to a new texture. A new empty OBject would also be linked to the new
>> texture (other empty OBjects would link to candidate textures). The GA
>> would contain the new empty object(s) and (indirectly) the published
>> texture (and all other candidates).
>>
>> I understand that 'contain' is probably a poor description since the
>> database isn't exactly hierarchical. It would be more accurate to say
>> 'reference', but the 'referenced' objects would have their
>> visible/selectable/drawable flags turned off or on by the GA.
>>
>> Any preference? Comments?
>>
>> 4) (may be a long time off) Whether and how to add button controls. It
>> may be useful to show the actual genes as you work. It would help with
>> debugging, but may also help when you just can't quite get the color or
>> shape you want. Genetic Engineering isn't for the novice, but might
>> speed up the process.
>>
>> I didn't plan to submit any code till I had enough done to be useful
>> for texture generation. Would it be better to submit incrementally?
>> Perhaps with #ifdef to keep my window off the window selection menu?
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>>
>
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