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   Author  Topic: low-poly fish  (Read 4404 times)
elout

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low-poly fish
« on: Mar 5th, 2004, 9:26pm »

Started to work on this little 'low-poly' fish expiriment;
 
http://www.xs4all.nl/~elout/proce55ing/fish/
 
Click for another random fish.
Can`t wait to have 100`dreds of them swimming around (in openGL)
 
 
(This week I started also an openGL conversion of my lowpoly flowers study. Although still having problems with the deconstructor in C++.)
p5;
http://www.xs4all.nl/~elout/proce55ing/flower06/
 
c++/openGL
http://www.xs4all.nl/~elout/temp/
 
I used the free dev-C++ compiler (http://bloodshed.net/devcpp.html)
 
elout

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Re: low-poly fish
« Reply #1 on: Mar 6th, 2004, 10:06pm »

first quick and dirty (C++)openGL conversion here;
http://www.xs4all.nl/~elout/temp2/
« Last Edit: Mar 6th, 2004, 10:07pm by elout »  
mKoser

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Re: low-poly fish
« Reply #2 on: Mar 6th, 2004, 10:15pm »

that's nice. damn, i wish i knew how to do openGL stuff, soo powerfull!!!
 
some suggestions (feel free to ignore!):
how about different species? at the mement they seem to be the same size (although the shape varies a little), and of a random color-scheme... maybe different species could move at different speeds, have different colors... uh, maybe even have different shapes - i know they do now, but, how about eel-type-fish and the flat ones that live near the bottom??
 
nice work, and thank you for posting all the code - for a non-C/openGL guy like me, it's nice to see what it takes to port processing to heavier languages!
 
+ m
 

mikkel crone koser | www.beyondthree.com | http://processing.beyondthree.com
elout

12747371274737 WWW
Re: low-poly fish
« Reply #3 on: Mar 7th, 2004, 1:16am »

+m,
 
yeah, some flocking, a big school of the same species, enviroment control so that you don`t get 2 fish swimming in the same space, speed controls/rotation bubbles .. etc. still got to do that.
 
For the last few days I started learning/doing classes in C++, although my code is still not clean/perfect.. But for me I really like the idea being a cross-platform coder. There are so many languages around, and all of them has some special features, now it took me just about almost 2 hours to convert the thing from p5 to C++, it`s just language you know. P5 for 'easy' testing and playing around.
 
Hope you can learn something from it. And I really want to post a little tutorial how to do p5 (3D) stuff, and a quick conversion to openGL in the near future.
 
 
 
 
 
michael05

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Re: low-poly fish
« Reply #4 on: Mar 7th, 2004, 10:56am »

last year i played around with opengl in java. its nearly similar to opengl in c++. but much easier - you dont have to learn c++.  and it performs really good due to the native opengl bindings. there are a lot of tutorials at nehe's site.
i tried the easier way, too: scenegraphs (xith3d and openmind).
 
here are some links:
 
jogl
https://jogl.dev.java.net/
 
xith3d
http://xith.org/
 
openmind
http://www.mind2machine.com/gb/home/index.php
 
nehe tutorials
http://nehe.gamedev.net/
 

°°°°°°°°°°°°°°°°°°°°
http://www.m05.de
kevinP

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openGL vs. Processing for study/experimenting
« Reply #5 on: May 4th, 2004, 3:49pm »

Hi all,
 
I don't think I've asked this yet (didn't see it in the search at least), but I'm in a situation again where "peer pressure" is pushing me towards learning openGL and C++. I'm not very keen to do this and am wondering if, as long as I'm willing to allow for slower, smaller "sketches" and have no desire to program auto-racing video games, can I remain a happy user of Processing? Will I want to / have to outgrow it? If I am participating (auditing) a class working in openGL, will it let me more or less keep up?
 
Or should I bite the bullet and switch over (I've see that java is also a possibility). I like Processing though. Some "wise advice" is needed from someone (who knows both?)...
 
-K
 
 

Kevin Pfeiffer
TomC

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Re: low-poly fish
« Reply #6 on: May 4th, 2004, 4:26pm »

They aren't interchangeable.  It won't be an easy decision.  It depends what you want/need to do, and when.
 
In OpenGL/C++:
 
Fonts are harder.  Texture loading is harder.  Accessing pixels/image manipluation is harder.  Webcam stuff is harder.  Loading movies is harder.  Sound is harder.  Network/serial is harder.  File reading/writing  is harder.  String maniplulation is harder.  Stroked and filled polygons are harder.  Memory management is harder.  You can't publish as applets.  There isn't a 'sketch' based IDE.
 
On the other hand... It's faster (often much much faster, especially full screen).  It's got access to hardware goodies and special effects.  It's industry standard (more likely to get you a games job, for instance).  It's bleeding edge (want to play with your brand new $200 graphics card?  Good luck with Java!)
 
So - do you need the speed?  Do you need the high-end features?  Or do you want the versatility and the quick developement speed that comes with processing/java?  Or are you looking to get into a high-end programming job?  Do you have more data than Processing and Java can handle?
 
I can't imagine giving up one for the other.  OpenGL has its place - I'm programming a paint/sketch renderer for a virtual environment which runs off 4 1280x1024 projectors at the moment, so Processing isn't an option  Equally, Processing has its place - I can't set up a webcam experiment in 5 lines using C++
 
There are friendly ways to get started with OpenGL.  If you haven't already, try looking up some tutorials at these sites http://www.lighthouse3d.com/opengl/glut/ http://nehe.gamedev.net http://www.ultimategameprogramming.com
 
In particular, GLUT is a great way to get started.  Also, consider OpenGL for Java if you don't feel confident learning C++ at the same time.
« Last Edit: May 4th, 2004, 4:27pm by TomC »  
Markavian

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Re: low-poly fish
« Reply #7 on: May 11th, 2004, 4:07pm »

I don't really see Java / Processing as a realistic option for 3D modelling. The stuff made is damn cool, yes, but as Tom C mentioned, if your serious about speed/performance you have to go along the c++ route.
 
 
The fish school and the flower beds look great. Personally, I like the fishes more. However, the C++ ver just looks like  a production line of fish, kinda like the creator spewing out new ones. You really want to get school of fish! Maybe you should start a new applet which focuses on the motion of a school of fish, then reapply that knowledge to that applet, then it'd make a brilliant screen saver type thing!
 
I think the colours are a bit off, and different breeds of fish, long thing ones, big fat sharky ones with more polys, etc... that'd be cool. Impressed with what I've seen so far though.
 
Regards,
- Markavian
 
elout

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Re: low-poly fish
« Reply #8 on: May 11th, 2004, 9:02pm »

I already started coding some 3D-flock`ing stuff.. but
currently too busy with other stuff.
 
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