# Virtual Terrain Project

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Multiscale Modeling and Simulation: A SIAM Interdisciplinary Journal Jack Xin, Editor-in-Chief Centered around multiscale phenomena, Multiscale Modeling and Simulation (MMS) is an interdisciplinary journal focusing on the fundamental modeling and computational principles underlying various multiscale methods. By its nature, multiscale modeling is highly interdisciplinary, with developments occurring independently across fields. A broad range of scientific and engineering problems involve multiple scales. Traditional monoscale approaches have proven to be inadequate, even with the largest supercomputers, because of the range of scales and the prohibitively large number of variables involved.

QuikGrid QUIKGRID 3-D rendering of a surface represented by scattered data points QuikGrid is free software released under the GNU General Public License. Version 5.4 is the most recent release. Full details are available here. Microsoft is phasing out support for the Windows help facility (WinHLP) that QuikGrid uses. Generating Trees and other Vegetation procedurally I think you should try it, optimize it as much as you can, and if it works,keep it.As far as spacial complexity goes, I don't think you have to worry about that, most computers have enough memory for games to hog.Also let's think for a moment, let's say that every tree is made through a level 5 recursion. Then you'll have 1+a+a^2+...+a^5 nodes (which I presume are actually points in space) where a is the number of branches you use to make the tree which again I presume is on average 3.That's (1-3^6)/(1-3) nodes = 364 nodes per tree. But each node is actually a point, which in turn is made out of two floats that take up 32 bits in memory, so each node takes up 64 bits.So each tree would take up 364 * 64 = 23,296 bits in memory, that's roughly 23 kB. So for 10-20 trees you'll end up having somewhere under 500kB (gross approximation) which isn't that much if you ask me. One way I can think of to optimize this thing would be to make just 2-3 trees that you reuse throughout the game.

NewsCodes - IPTC IPTC creates and maintains sets of concepts – called a controlled vocabulary or a taxonomy – to be assigned as metadata values to news objects like text, photographs, graphics, audio and video files and streams. This allows for a consistent coding of news metadata across news providers and over the course of time – that’s the reason why we call them IPTC NewsCodes. What can NewsCodes be used for? For the news industry – but also far beyond – it is a strict requirement being able to assert something about the content of a news item, to apply so called metadata. This could be achieved either by free-text human language (e.g. by a headline or a caption) or by codes, NewsCodes.

start [jEPlus] 10/02/2014: There is a minor update to jEPlus+EA (now v1.4 beta 11). If you intend to use remote simulation on JESS, please do download the new version. 09/02/2014: jEPlus will be 4 years old in two weeks' time. Here (or click on the screenshot) you can see where are the users are located. 3D converters software - on Linux - Notes and Code Introduction : This is a page of links to 3D software files --- files that can be used to install (or develop) 3D CONVERTER programs --- on Linux systems --- especially on Ubuntu (around version 9.10 = 2009 Oct, Karmic Koala - and beyond). Many of the links are to locally stored files (source and/or binaries/packages).

Procedural generation: A vegetation scattering tool for Unity3D, Part I After spending some days in Blender and Unity3D trying to do a level for a puzzle game I am working on, I realized (as I knew in theory) how painful it is to make vegetation by placing, rotating and scaling items in the scene one by one. Specifically I wanted to place dense vegetation along the borders of my level to create the illusion of a vast and dark forest surrounding the level, explaining in a way why the player is stuck in that place. So I created a tree and some grass in blender, nothing fancy, and started placing them on my scene. After a couple of hours I was done and the result looked pretty nice, but then I realized that there were things I did not like and had to tweak them.

NAME: LONG NAME This version: 2013-01-12 - v0.1 [owl ] History: Authors: FrontPage - bcvtb The Building Controls Virtual Test Bed (BCVTB) is a software environment that allows expert users to couple different simulation programs for co-simulation, and to couple simulation programs with actual hardware. For example, the BCVTB allows to simulate a building in EnergyPlus and the HVAC and control system in Modelica, while exchanging data between the software as they simulate. The BCVTB is based on the Ptolemy II software environment. The BCVTB allows expert users of simulation to expand the capabilities of individual programs by linking them to other programs.

Mesh Generation and Grid Generation: Software This is a list of public domain and commercial mesh generators (click here for other sources of interest). I have listened only programs for which online information exists. There is also a section on papers that review mesh generators. If you are interested in special programs, the following links might guide you directly to interesting places: A list of public domain, downloadable and university codes: Companies offering mesh generation software: Review papers: Other sources of interest: Back to the mesh generation homepage. L-System Plant Geometry Generator by Hung-Wen Chen hwchen@cs.cornell.edu JAN, 1995. EDT Figure 1. 3D-1 brcketed OL-system tree For more pictures. Click Here. Start sting="F" Change string="F [- & < F][ < + + & F ] | | F [ - - & > F ] [+ & F ]"Count="3"Angle="22.5"Set View: Off Diagonal Figures

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