ĪBSTRACT: The new and expanding interdisciplinary field ofĪrtificial life (Alife) is not yet well defined and Optimized versions of the same engines will be made publicly available. Both of these engines are presented in a primarily un-optimized form to aid in ease of understanding. Collision detection, path-finding algorithms, and path culling are also discussed as appropriate. In addition this engine is presented with the background Isometric code-base that was used to design a similar engine in a completely 2D environment, as a point of reference for developers hoping to adapt existing 2D solutions to more robust 3D environments. In explanation of the engine presented here this text also provides background information on general scrolling theory and in particular the Isometric perspective as appropriate, along with what is intended to be an informative literature review of recent relevant material. Specifically this engine seeks to adapt to 3D the following 2 axioms that are the basis of optimization in Isometric Game Engines: (a) It is possible to simulate a very large world by using a map of the world-space in memory which does not involve using either images or geometry, and (b) any tile that is more or less identical can use the same geometry and texture map, which further reduces the size needed to represent the world as a whole. ĪBSTRACT: This paper represents an overview of recent work in the Shockwave 3D environment that seeks to implement a ‘scrolling’ game engine in a truly 3D environment. You can see it working here with 'c' being the commend to bring up the collision overlay, and 'q' being the command to bring up the debug screens. He also developed some nice debugging tools (as shown above) including an on-screen console, framerate and performance graphics, and input tracker. The framework is a bit out of date now, but may one day be revived - at the time (2018) it was novel for utilizing worker threads in javascript to provide parallelism for tasks such as collision detection (which was implemented using a modified form of the polygon armature implementation Phelps co-developed with A. To explore this he adapted and integrated a number of prior techniques in a javascript/html environment built on top of the Three.js library. games that utilize 3D assets and rendering techniques, but that are essentially 2D in their play and interaction. I then turned to documenting my travels and recent events in the stickers on the shells or cases of my computer, iPad, and iPhone:ĭuring the development of early versions of Fragile Equilibrium Phelps was tinkering with a toolkit to build '2D using 3D' games - i.e. I integrated both of these into VS Code and other environments as appropriate. This then spread to Windows, where I made a very similar rainbow theme but adapted for the Windows 10 dark theme UI, and used the Windows Subsystem for Linux to do a lot of similar things to the shell. For the console itself I used colorls, Hyper, Zsh (with spaceship theme), figlet, lolcat, etc. I used Bartender for icon management, uBar and Ubersicht for tools, menus, and displays, GeekTool for fixed icons, and a lot of custom Photoshop work for icons, desktop backgrounds, and trying to get everything seamless. But this quickly grew into all the icons for my commonly used apps, theming the console with various tools, and more. This started with an effort to remake my Mac desktop in honor of the original Adobe rainbow icons - they had shifted in Creative Cloud to being mostly a monochromatic blue/purple and I missed the old ones. During the various lockdowns and trails of the COVID-19 pandemic in 2020-2021(?) I spent an inordinate amount of time themeing my desktop, given that I would be staring at it all day, every day.
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