There has been significant improvement in WebGL and even virtual worlds. It isn't plug and play as yet, but this is going to be a place for many new interesting applications.
Continuing WebGL
This is completely down and dirty into the mud tests. Besides Webgl, OpenGL 2.0 must be implemented on the machine. Open source drivers for ATI do not seem to support that. So fglrx for the moment. I am sure that the open source drivers will catch up as this is a WIP. I experimented with OpenGL ES a few days ago which was good prep. Javascript, HTML, and OpenGL are good prerequisites to have if you want to understand what is taking place and how to get some useful results.
So you can see that I created a canvas and that it is recognized. I prefer to do things this way so that I can get a better idea of what is taking place. The results are shown in the chrome BETA version.
<body> Begin<br /> <script type="text/javascript"> canvas = document.getElementById("glcanvas"); document.write("Is canvas null -- ",canvas," --<br />"); </script> <canvas id="glcanvas" width="160" height="120"> No HTML5 support.<code><canvas></code> element. </canvas> <script type="text/javascript"> canvas = document.getElementById("glcanvas"); document.write("<br />Is canvas NULL now? --> ",canvas," --<br />"); </script> End of page </body>
at
12/16/2010 05:35:00 PM
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Labels: webgl
Fantastic! WEBGL is here
Google labs has a 3d body using webgl and Firefox has it also. I will certainly have some fun with this today.
I downloaded chrome and then had to immediately switch to the BETA and though it said it had versions for Windows and Mac, it also had a debian version. As I wait for the download of about two minutes it seems fitting to document the progress. It needs to be run with --enable-webgl so next to check that.
There are some issues and it looks like it will not be a plug and play deal, however it is always messy on the bleeding edge. I would guess that HTML5 is definitely the future of the web for many reasons.
at
12/16/2010 01:41:00 PM
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Labels: webgl
WebKit on Acid
<style type="text/css">
pre:hover {background: #ddeedd;
-moz-transform:
rotate(-5deg)
translateX(100px)
scale(1.1);
-webkit-transform:
rotate(5deg)
scale(1.2)
translateX(150px);}
</style>
Combining hover with rotate is a situation where there is some ambiguous results. The nature of hover is about space and when you change the spatial system itself, it makes for some entertainment and I could do some strange logic paradoxes, but this is quite enough. I think they have failed logic 101 in the way that is implemented. It should be recognized that it is an infinite self reference, but that particular thing seems to foul almost everybody's mental carburetor.
blockquote:hover {background: #ddeeee;
-moz-transform:
translateX(30px)
scale(1.1);
-webkit-transform:
scale(1.2)
translateX(50px);}
</style>
I assume that -moz will recognize -webkit when the specs merge, but if people are silly and stubborn, I see a train wreck. There is a lot of potential here and some sticky problems.

I am researching the history and function of WebKit and WebGL and Valve software use of WebKit. This is another of those standards and language and adoption issues. I can speak a language or in this case use a documented method, but it must be adopted and available for generation as well as recognition.
It is a complex subject and I doubt I will have a clear concept of how all these issues relate to the overall implementation and how to use each of these things and determine which standard is most likely to be adopted. At this point it is just confusion. The interface is extremely complex and has a long and tangled history. I will try to untangle that and grasp the general principles involved so that I can use this method to communicate ideas.
Obviously there are issues with compatibility as the two tests are Firefox and Konqueror(without webkit) so this will be an ongoing understanding and anything I learn will be appended here as I understand it. The entire process winds around through SVG and OpenGL and web standards so it is likely to be a post that documents my understanding as well as the changing landscape itself. At the moment I have no idea what the Acid3 test does and I am sure that is a complex issue in itself. I am sure there are things to be learned here and I will find some way to apply them in other areas. It has already sparked some new ideas and as such has already been an advantage to consider.
Well, Google Chrome scores 100, now I only need to know 100 what? I won't test IE as I don't care either way as it is a proprietary closed code browser and they could just as easily be cheating the test and it would never be known. I know they cheat the benchmarks and tests from past experience so it is a waste of time.
style type="text/css" #submenu { background-color: #eee -webkit-transition: all 4s ease-in-out; -moz-transition: all 1s ease-in-out; } #submenu:hover { background-color: #fc3; -webkit-transform: rotate(360deg) scale(2); -moz-transform: rotate(360deg) scale(2); } /style
This one is really entertaining in Google Chrome.
at
3/09/2010 12:05:00 PM
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comments
Labels: css, OpenGL, programming, webgl, Webkit
WebGL is working and soon to be common
The interface as I understand it is that Firefox uses the off screen mesa renderer to create open gl objects in memory and then displays them as an image in a window. If I were a programmer, I could apt-get libosmesa6, I could go to about:config in the minefield version and set the string webgl.osmesa to be /usr/lib/libOSMesa.so then change the flags for webgl true and in fact I could compile my own library with the primitives and implement calls from the Firefox minefield interface.
If only I was a programmer. Oh wait, it seems I am remembering something, if I create a function with the right name in the same library name and it has the appropriate passed data types and performs the action of the OpenGL commands it would be like programming. Perhaps I will pretend to be a programmer and do that.
This is just for my benefit and in order for WebGL to be usable, the functions must be present for the sender and receiver both. Oh my, this seems like that language dependency problem again. I can speak WebGL and if you can't hear or understand it, we have a failure to communicate. At least we don't have to wait for the English parliament to advance the language this time. Firefox is in the process of making this part of its delivered product and so soon it will be possible for everybody to understand this language of 3D forms and motion too. Chrome is also implementing the same interface. If you are using Microsoft their language is a bit different and I think it is called "Godda a dolla","Gimme dolla" and smells of cheap wine.
Webgl and scripts
As an homage to the MIT open courseware and in the spirit of openness, I am making a scheme language method which takes the MIT course and analyzes the video to produce an ogg soundtrack synchronized to a synthetic video which is OpenGL implementation of the movement of the professor and synchronized with the audio. The stick man is my SVG stick man that I use for my comics. I have considered texturing the face with the image of the prof, but decided against adding extra bandwidth. The net bandwidth to have the course on video is very small and since it is XML scripted, it is editable to create a new video with a text editor. By chunking and connecting sentences to explanations it is possible to slice and dice the whole thing and use glrotate, glscalef, gltranslate and other functions to coordinate the synchronization of video and audio with models. Using a WebGL like interface it is possible to simply pipe commands like pan and zoom or fade. Actually it could be viewed as 3D over the web or piped to blender. Just some fun while trying out some more complicated scheme scripts.
This image is from the book "Structure and Interpretation of Computer Programs". It is the founder of MIT, William Barton Rogers.
This is just for grins and it is a merger of MakeHuman and a WebGL with Python template for a plasmoid which communicates a synthetic video and uses espeak with a scripted character activated by openGL modified vertices.
at
2/13/2010 09:44:00 PM
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Labels: programming, scheme, svg, video, webgl
Glue some graphics together
I was looking for an interface that used openGL widgets and I happened on glui, which seems to be a project that hasn't had new releases recently, The image is a snap of an example and I am building a GL user interface for my WebGL widget and creating a code library to make it easier to pop in some standard templates for various interfacing needs. The image experiments have reached a new stage where I can look into a new dimension of image analysis. I will post an image of the new interface which is a 3D world walk through the characteristic feature dimensions and vectors of an image. It seems it could be intuitive, but that is to be seen when it is done later today. It is similar to manifold space of n-dimensional objects.
Genetic like population of program versions that exist in a tree that is part of the gui that creates a UI that creates a UI in infinite recursion. Kind of like an evolving population of programs that represent all the species of my programs that ever existed and some which are not very viable :). The UI allows the mixing of functions, objects and methods to generate the code template from parts and the meta programming interface is also a GUI which can be an object inside the product which is a method to make methods.
I am still tumbling toward a WebGL plasmoid which is extensible and allows a kind of OS in a widget or a virtual world of code, ideas, knowledge, and methods which can be accessed in this way. A 4 dimensional window on n-dimensional space that allows turning in any of the infinite dimensions. It seems that backtrack, path tracking, and home would be good elements to have as it can be very confusing to travel about in n-space. This is becoming very interesting as it is a merger of genetics and computing and many of the things which exist in nature can be applied. One that intriques me is the concept of START and STOP codons. Another is the immune system which in a very complex way acts as a real mind within the body. It could be said that there is an IQ there that is hidden. It could be said that some people have a smart immune system because they exercise the capabilities there. I recognized the structure of that system when studying graduate level molecular genetics. It is very much like a separate mind that thinks in shapes and paths and associations. It learns and extends its capabilities over time. It is a remarkable system and there is a recent article on slashdot about this.
at
2/09/2010 04:43:00 PM
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Labels: dna, glui, OpenGL, programming, webgl
openGL compatibility between languages
Something which I just rediscovered today is Rosetta code and I hoped to spend some time looking through that code and today I am looking at the "Knapsack" problem in various languages also as it applies here in a strange way as I need to optimize the speed of the execution of openGL code with a certain number of calls that achieves the same result. This is another weighting that can be used for the automatic code generation and becomes a characteristic of my code.
This is a sample of the Java code that is in LWJGL or Java OpenGL, and as you can see the format is the same and this makes it very easy to create a method on my machine, test it and debug it an then port it to a Java application.
GL11.glPushMatrix(); GL11.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f); GL11.glRotatef(view_roty, 0.0f, 1.0f, 0.0f); GL11.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);
Below is the C equivalent of the Java code above and as you can see it simply add the prefix "GL11." and so the process is simple if I maintain some modularity and consider how it will port to Python, Blender, or Java.
glPushMatrix(); glRotatef(view_rotx, 1.0f, 0.0f, 0.0f); glRotatef(view_roty, 0.0f, 1.0f, 0.0f); glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);
And this is some similar code in Lesson 11 of NeHe fame which I converted to Python. It is even more similar and really only loses the ";" at the end of the line and if I rememeber correctly, Python doesn't care if you add that. AFAIK. It does have indents and that is important.
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) glLoadIdentity() glRotatef( lookupdown, 1.0, 0.0 , 0.0 ) glRotatef( sceneroty, 0.0, 1.0 , 0.0 ) glTranslatef( xtrans, ytrans, ztrans )
The first step is to separate the openGL into modular form based on category type with some idea of how it ports between the languages. I suspect that this will give me greater confidence in my code base, as the port can show some flaws in the code that `javac` will tell me or Python will warn. It adds new places where automatic code generation can be certified.
Meta Meta Pico Pico Fermi Fermi
I see that I can automatically generate the Javascript that goes with the WebGL and if I am crafty and forward thinking, I can make the auto code generator produce the code for the web interface to the system. As a result it should be an entire recursive system of programming that starts with descriptions and ends with a functional interface. I have to devise a way to have WebAL integrate with this and that is something I will have to investigate.
The web interface would require OpenGL, sound of some sort, and input. Javascript can provide the input, but I have not done anything with interactive keys and I will have to investigate that. With sound I can use espeak to generate voices and add to the overall utility of the interface.
I will have to look at what Google does as I never thought about it, but they accept single keys without puts. Odd that I haven't done that before that I remember. I did javascript in 1993 and I could have done it then, and forgot by now. That was 17 years ago and I never programmed a lot in javascript. I did make a complete Intel CPU with registers that was implemented in javascript.
at
1/05/2010 06:09:00 AM
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Labels: javascript, programming, webgl
Javascript remoted
The point is to test javascripts for my WebGL implementation of the "protein solving" game.
<script src="http://sites.google.com/site/moteyalpha/clock3-js/clock3.js"></script> <p><a onmouseover="initializeTime();return false" href="http://sites.google.com/site/moteyalpha/home"> This is using a remote .js</a>.</p> <p>I am a clock! </p><div id="DivId">Mouse over the link to start! </div> <p>do you see me?</p> <hr/> <p>Test javascripts for my WebGL implementation of the "protein solving" game.</p>
function initializeTime(){ var today=new Date(); var h=today.getHours(); var m=today.getMinutes(); var s=today.getSeconds(); m=neatSpacing(m); s=neatSpacing(s); document.getElementById('DivId').innerHTML=h+":"+m+":"+s; t=setTimeout('initializeTime()',500); } function neatSpacing(i) {if (i<10) { i="0" + i; }return i;}
The first call to the function "initializeTime()" sets a timeout of 500 milliseconds and thereafter continuously refreshes itself on the timeout. "neatSpacing(i)" just makes the clock not go jiggy on numbers less than 10, purely cosmetic. I could use onload to start the process, but this is a blog and I don't want to dig that deep today. I will establish a standard onLoad event that contains all the things I need to initialize for WebGl tests.
at
1/04/2010 01:35:00 PM
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Labels: javascript, programming, webgl
More single-stein puzzle changes
I have decided to change the way hints act and this may be valuable for larger puzzles and unusually shaped puzzles. I have a feeling that in the final state this will have amino acids as puzzle pieces and that the dimensions of the puzzle will be 4D and will be able to be represented as WebGL objects that interact with javascript.
I think that I need an animation for when the puzzle solves itself and it takes pieces and orients the hints as they are in the puzzle when it has found their position. Also I wanted to make middle mouse button flip the pieces in a dimension. Perhaps I need [<shift> (left , middle and right)].( mouse buttons ) to swap in 4 space. That makes sense.
Quote from Wikipedia ( I am getting tired of spell check on Wikipedia and not Google or Microsoft. Show some respect guys(My apologies as it is Firefox and if you select Wikipedia and right click you can add it to the dictionary, my mistake ) and add it, it is one of the most visited sites on the web. ).
Stein is a German word meaning "stone"
I think that single-stein is a better name. I can say it means that if you have more than a single Stein of beer you can't solve it. Besides that it could be interpreted as "ein stein".
As far as the SOAP interface to Google, I am not sure that it is the origin of spell corrections, and I will look into the process and try to leave any answer I find here, where the question is.
I am going to see if I can make the code work with rectangular puzzles of 1x2 1x3 2x4 etc and modify the methods in general to use the arrays in such a way that they can be malloc(ated) on the fly with my linked list memory management for a synthetic imagination.
So I suppose where all this is headed is a merger of one-stein, my protein analyzer, neurological genotype to phenotype, antfarmgl, MakeHuman, WebGL , meta code generator, and nano machines. It seems a reasonable mixture and it allows a virtual web interface to a world of a synthetic universal constructor, which can be tele-piped any where there is a protocol match. It is my vision of space travel. I could have a receiver anywhere and it would translate a sequence as an effective construction. I makes sense really. It is what tele-computing should be about. In the end everybody has the physical reality of an object if they choose. I suppose it is like teleportation.
So the nature of protein operation in computation is that it is method, object, operator, operand, and product all at once and I have considered this in my meta code generation. The biggest hurdle is to represent the inherent parallelism of the system, as each element acts as a specific instruction set CPU and is also a product. Very odd, but that is just the way it is. I have discovered some very interesting consequence of how these things act and it certainly helps in understanding why it operates the way it does.
I can imagine a future where a family fails to restrict access to the net and as a result the child has downloaded a bear, selected print to reality, and the parents find a Grizzly bear in the closet. You might think that is science fiction, but I consider it something that is likely to happen, and as such is mere speculation upon the consequence of that which has already been devised.
So, people will be downloading files of their favorite person and some day that person will chance to meet themselves in the supermarket and be really upset that somebody is copying them. It could happen and perhaps sooner than we have the sense to figure out what strange things will happen as a result. I can think of hundreds of ways that it could go awry and well that is the danger of knowing, which is just less dangerous than not knowing, but sometimes I wonder, by how much?
All of the methods and concepts are becoming coherent for me and the analogous process is helping to make everything fit well. It seems it will solve to a single relationship of some sort. I have noticed and I know that many would like to have "folding@home" work and they have many good ideas to find the function and structure of proteins, but they lack what I have, which is the equation that defines the universe, and to me it is simple. How would I rate the worth of this knowledge? IDK. If it quickly solves the dilemma of protein function it is worth a billion fortunes. The problem is that someone will take the idea and "sell" the product to others, when I would not give them this answer to use as a tool to enslave others, either physically or economically.
It is the worst problem of all, what to do with the evil "Master" of "Gallifrey", and all his monstrous tricks? I had an interesting thought. The "Tardis" is alive and the "Doctor" were really killed, what would it do? I know Dr Who is just fiction, but the consideration remains the same if someone were to implement such a thing. Don't you wonder that also, Alice Infinity?
at
1/03/2010 04:39:00 PM
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comments
Labels: C, CPlus, games, javascript, programming, webgl
Canvas 3D
While I am testing WebGL, I thought I would try Canvas 3D and so I am switching to a new version of the fox to try that. I will finish this post when it is installed.
So this is really nice. I can definitely express some better concepts with this type of web interface. Looks like it is coming and not soon enough for me. I will start using it on the blog when it becomes mainstream. This is way better than using flash. I am sorry, but flash sucks bugs through a noodle.
I also discovered something else interesting while playing with all this stuff and SVG XML is on its way. Very cool! Here at Mozilla. And some samples of SVG.
More WebGL
I haven't had much luck at 64 or 32 bit Firefox or even Chrome with a simple demo. I am doing Safari WebKit now and I will see how that goes. It looks like a large project to compile from source and I don't even know if it works at all for Linux, as I haven't used Safari, as far as I remember. It is a Mac tool and this is just for the h2l of it. I understand that konqueror and Safari share a common tool set and I wonder what the relationship is? Hmmm Well here we go, if it looks like a cliff, dive off it....
I start download from here then in the unpacked directory :
./autogen.sh
OOPs.
You need the 'bison' parser generator to compile WebKit
sudo apt-get install bison
AGAIN:
./autogen.sh
OOPs.
You need the 'flex' lexer generator to compile WebKit
sudo apt-get install flex
AND AGAIN!:
./autogen.sh
Oh Snap! ( as Google says.)
You need the 'gperf' hash function generator to compile WebKit
sudo apt-get install gperf
AND STILL AGAIN!:
./autogen.sh
"I want to be a source code changer, I want to live a life of danger.","I want to be an Airborne Ranger, I want to live a live of danger", Oh sorry, musical break.
I am wanting to use some stronger language, but I will refrain.
checking for GLIB... configure: error: Package requirements (glib-2.0 >= 2.21.3 gobject-2.0 >= 2.0 gthread-2.0 >= 2.0) were not met: Requested 'glib-2.0 >= 2.21.3' but version of GLib is 2.16.6 Consider adjusting the PKG_CONFIG_PATH environment variable if you installed software in a non-standard prefix. Alternatively, you may set the environment variables GLIB_CFLAGS and GLIB_LIBS to avoid the need to call pkg-config. See the pkg-config man page for more details.
Sooooo.... Sub task started
http://ftp.gnome.org/pub/GNOME/sources/glib/2.21/
./configure
Yea! success.
make
ASIDE: If this fails I am going to get cranky. It looks to me to be about 5 minutes compile time.I may even utter a mock expletive.
Yea! success.
sudo make install
Yea! success.
Now back up the tree to the rich luscious fruit that I forgot what I was intending to do with.
Oh yeah, WebGL
AGAIN:
./autogen.sh
OOPs. s2t This could get embarrassing and I probably shouldn't blog a failure, but such is life as it happens.
No package 'enchant' found
http://www.abisource.com/projects/enchant/#download
NEW subtask:
./configure
make
sudo make install
Yea! success.
Now back up the tree to the rich luscious fruit that I forgot what I was intending to do with.
Oh yeah, WebGL
AGAIN: (I am getting Deja Vu from installing `Sage`
./autogen.sh
Oops f2k
No package 'gail' found
http://ftp.gnome.org/pub/gnome/sources/gail/1.18/gail-1.18.0.tar.bz2
NEW NEW NEW subtask:
./configure
E: Couldn't find package libgnomecanvas-2.0
f2k
NEW NEW NEW NEW subtask:
sudo apt-get install libgnomecanvas2-dev
Sat Jan 02 03:47 PM$ apt-cache search libgnomecanvas libgnome2-canvas-perl - Perl interface to the GNOME canvas library libgnomecanvas2-0 - A powerful object-oriented display - runtime files libgnomecanvas2-common - A powerful object-oriented display - common files libgnomecanvas2-dev - A powerful object-oriented display - development files libgnomecanvas2-doc - A powerful object-oriented display - documentation files libgnomecanvasmm-2.6-1c2a - C++ wrappers for libgnomecanvas2 (shared library) libgnomecanvasmm-2.6-dev - C++ wrappers for libgnomecanvas2 (development files) libgnomecanvasmm-2.6-doc - C++ wrappers for libgnomecanvas2 (documentation) guile-gnome0-canvas - Guile bindings for libgnomecanvas libgnomecanvas2-ruby - GNOME Canvas 2 bindings for the Ruby language libgnomecanvas2-ruby1.8 - GNOME Canvas 2 bindings for the Ruby language monotone-viz - visualize a monotone repository vim-syntax-gtk - Syntax files to highlight gtk+ keywords in vim
NEW NEW NEW subtask redux: gail
./configure
make
sudo make install
Yea! success.
Now back up the tree to the rich luscious fruit that I forgot what I was intending to do with.
Oh yeah, WebGL
AGAIN: (I am getting Deja Vu from installing `Sage` or is it WebGL?
./autogen.sh
WTF?
Failed to open '/usr/local/lib/pkgconfig/gail.pc': Too many open files
pkg-config --print-errors --exists 'gtk+-2.0 >= 2.18'
Sat Jan 02 07:04 PM$ cat /usr/local/lib/pkgconfig/gail.pc prefix=/usr/local exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: Gail Description: GNOME Accessibility Implementation Library Version: 1.18.0 Requires: atk gtk+-2.0 Requires.private: libgnomecanvas-2.0 Libs: -L${libdir} -lgailutil Cflags: -I${includedir}/gail-1.0
Sat Jan 02 07:04 PM$ pkg-config --print-errors --exists 'gail >= 0.8' Failed to open '/usr/lib/pkgconfig/libgnomecanvas-2.0.pc': Too many open files Package 'libgnomecanvas-2.0', required by 'Gail', not found Sat Jan 02 07:07 PM$ pkg-config --print-errors --exists 'libgnomecanvas-2.0 >= 0.8' Failed to open '/usr/local/lib/pkgconfig/gail.pc': Too many open files Package 'gail', required by 'libgnomecanvas-2.0', not found Sat Jan 02 07:07 PM$ pkg-config --print-errors --exists 'libgnomecanvas-2.0 >= 0.8'
Hmmm if I was moteyalpha, I would suspect that there was recursion going on. Oh right I am. A circular dependency between libgnomecanvas and libgail results in a continual recursion to identify until all file handles are consumed. Just my opinion, and I will soon find out. I deleted the circular reference in gail.pc and Voila!
checking for LIBXML... yes checking for PANGO... yes checking for ENCHANT... yes checking for GAIL... yes checking for CAIRO... yes checking for GTK... yes checking for XT... yes
So Now back up the tree to the rich luscious fruit that I forgot what I was intending to do with.
Oh yeah, WebGL
./configure
No package 'libsoup-2.4' found
Oh my, will it end?
Excuse me?
Requested 'libsoup-2.4 >= 2.28.2' but version of libsoup is 2.4.1
I'll fix that bad logic in configure.ac <chuckle>
ADDED:
I am not sure I made the right choice here, I wonder about the naming conventions and I think in retrospect that 2.28 is a newer version than 2.4, but I was in a hurry.
Here is a link and I most definitely f4d that up. http://ftp.gnome.org/pub/GNOME/sources/libsoup/
EEK! it completed!
So now it must be tested.
make 7:53 and done
I know many things and now I know more. I have to consider what this means.
at
1/02/2010 02:57:00 PM
1 comments
Labels: programming, webgl
In the Minefield alive
Really, I was only mostly dead and now I am better.
Chrome has improved a lot since I last used it and I like it, it has a smoothness about it. It isn't as good or fast as Firefox, but still, it is 10 times better than IE and has some class.
I have been playing with Firefox minefield and WebGL and got serious today while letting web ontologies sink in. Anyway. You probably need to understand HTML, javascript, OpenGL and have a grasp of DOM. I would say that it could be understood with that. If you want to look into the implementation code, you would need a few more talents, perhaps XUL, java, C, libs ... The tutorials for HTML and javascript at W3C are sufficient to grasp those concepts. This is the first part of using WebGL and it isn't all that scary as it is just a javascript function with error handling. So I am trying to see if I have a compatibility issue with X86_64 and so I have placed a Zim wiki in the shared NFS (network file system) on my machines so I can share conceptual "ontological" !yoink! information between machines running different implementations.
It seems a straight forward thing and so I will put some stuff here with the HTML page exported from `kate` to give a simple step by step to apply it in my specific Linux configuration. I will make no attempt to do it for Windows. I am going to do Google Chrome tests also.
var gl; function initGL(canvas) { try { gl = canvas.getContext("experimental-webgl"); } catch(e) { } if (!gl) { try { gl = canvas.getContext("webkit-3d"); } catch(e) { } } if (!gl) { try { gl = canvas.getContext("moz-webgl"); } catch(e) { } } if (!gl) { alert("Could not initialise WebGL, sorry :-("); } }
And the link for the above quote at learning WebGL.
The javascript implementation of minefield has some sticky wickets and so I expect a few SIGSEGVs along the way, but that is all part of the edgy programmer's life. I am sure I covered how to get Firefox minefield as a separate browser and it just needs a second profile.
at
1/01/2010 12:54:00 PM
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comments
Labels: firefox, javascript, programming, webgl
WebTL
WebGL logo is provided as information and links to the official site. The image is served from their site and would change based on their representation of themselves. That is the best I can do to represent their intent in having a standard image and assocation.
WebGL is something I am studying and I need to spend some more time with it to understand the protocol. I think it would be possible to make my own program enhancements to WebTL, which added a transport mechanism to communicate thought like concepts. To define a framework and options that allows the AI to communicate a concept method that was perhaps just a program construction template to begin with. I will add what I discover about WebGL here. WebGL at Wikipedia. WebGL at youtube. WebGL tutorials based on NeHe openGL. I have tested with build 12-30-2009 of MineField and it got farther with a triangle, but still no complete process. I guess this is all very new. I will have to see what the insides of the java look like. I am also wondering if it is possible to have "WebAL" which would allow sound to be integrated with OpenGL using something like espeak. I could get a vector file, animation script and voice match timing. I think it is possible to integrate all that as a complete pseudo world like interface. I know I can just go to one of the VR worlds, but the communication based on a higher level of abstraction ( with lower data rates ) is what interests me.
I also noticed something in Opera and here is a blog reference to using SVG animation with Opera?
Alien Insect(AI)
I just like to come up with things that have AI as an acronym since I am doing AI solidly this week. The framework is complete and now it will run until comes up with something interesting. I am working on dealing with higher dimensions in a programming environment. I don't necessarily mean physical dimensions, but the dimensions of a problem and how those dimensions are handled and interact.Matrix calculation of linear equations is a good start, and it functions like a universal constructor in a limited set of operations and relationships. You can multiply, divide and add, subtract in any order or arrangement, but it requires something more to truly be a universal constructor framework IMHO. I don't know what that might be, but it is missing something. It has been nagging me since I grasped the concept and so I will pound on that a bit to see if I can identify what needs to be added.
I think UC or universal constructor will be my new target and interest for some time. I will have a new interactive element like AI which is the UC. Attempts at FSM and FSA seem all wrong, as they assume a separation or granularity in the universe that does not exist. I can place a piece of paper between two objects that are considered unconnected, but they are really not. It is a mathematical and logical construct that may simply have come from Aristotle or such that assumes "atomics" or individuality in the universe. It is a sum of interacting and infinite overlapping effect and is never just one thing.
What really brings this to mind is a solution I devised using mathematics. The foundational concept of math is isolated truth of anything. The problem with that is that it is possible to model math in the universe, but math does not model the universe. The math is a very bad analogy to apply to a system which is the factorial expansion of ∞∞ .
I suppose I have stepped outside the confines of ritual process into the nature of modeling which uses parallel methods, to at least take a bite out of those infinities, that is large enough to have meaning.
I am going to spend some serious time on WebGL, because I don't think this 2D level of communication is sufficient to impart concepts well.
at
12/26/2009 06:55:00 PM
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Labels: AI, programming, strange, webgl










